Post-jam upcoming update
Hi, I thought I'd share some news.
Long post ahead, sorry for eventual typos. It's late here, so some things might make no sense.
After spending more than 12 hours playing the game, I decided I will try to push this project to the release.
I don't play many games while taking a break from coding random stuff for work, so I thought it would be nice to
have another minigame aside from Boulder Dash, which is a part of the reason why I mostly stick to retro games
and designs.
The goal
I don't really care about the game jam results for this project, but I had enough fun to consider it "a game I actually want to finish" even if the game is very simple. There's a decent amount of space for improvements and features, so, we will see. Back in the day, I was also playing Icy Tower - a focus+timing game. I like game concepts that involve surviving for as long as you can, constantly trying to beat your score, while the game gets gradually faster. That was partially the idea I wanted to have in this game. The current system is not exactly what I wanted it to be, because the pace depends on the player, rather than the time.
Changes
This is not a complete list, some stuff might change.
Graphics | (DONE) Currently, the assets come from previously scrapped projects that have some sounds and sprites I reuse if I need a temporary asset. I will try to redraw the sprites for the entire game, which will be quite a challenge for me as I'm not a gfx artist. |
Tasks |
I didn't have enough time to finish this feature, but every session will have an additional
(optional)
layer of difficulty, which requires the player to complete specific tasks to progress towards the
game
completion. Each completed task will provide additional 1%-2% global score multiplier (calculated
after the game is over). I estimate there will be around 10-15 tasks, resulting in increasing your result score by 15%. For example, you scored 4 394 250 points and completed 7 tasks (7% more score). Your final result will be 4 701 847 (307 597 bonus score). This will be important once you accumulate big combo. Example tasks:
|
Scoring |
(DONE) The current scoring system will be changed to utilize a different formula. Accuracy and MaxCombo are the most important factors of the result score.
^ open in new tab Reaching the endgame with complete precision should give around 40 million points ResultScore will be multiplied by the following factors:
ExampleAssuming the player finished the game with 1342 kills and it was also the max combo 1342.The Total Score is 107360 from the gameplay only + 1800964 from the combo. 1908324 in total. MaxCombo bonus = 7.09x score multiplier The player scored 252 multikills and 94 ricochets = 1.099x score multiplier The player caught 53 poops = 1.13x score multiplier Assuming ~3000 rocks were thrown, 1658 were misses = 0.778x score multiplier TotalScore = 1908324 * 7.09 * 1.099 * 1.13 | TotalScore = 13 072 362 * Tasks score multiplier This is just a rough estimate without any testing |
Mechanics |
|
Effects |
There will be a slight chance to drop an additional powerup granting different effects for 10 seconds,
such as:
|
Fixes |
|
Conclusion
This might sound really silly, I know it's just a game jam, but I really need to force myself into finishing a project. I tend to scrap every new game :D I enjoyed working on this project, so, again, thanks to javidx9 for hosting the jam, thanks to everyone that at least tried to play the game and to everyone who commented on the game \o/
Get Ah, Crap!
Ah, Crap!
Don't let the birds crap on your yard! Let it stay clean for as long as possible.
More posts
- Rushed upload leftovers (standalone)Apr 14, 2020
- Late updateApr 12, 2020
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