Starker on 10/6/2019 at 08:26
Pissing About?
Too bad Risk of Rain is taken.
Thirith on 10/6/2019 at 08:54
Unsurprisingly, I'm with henke and Sulphur. Crude can be funny, but it isn't automatically funny.
PigLick on 10/6/2019 at 09:09
Not Every Cloud has a Silver Lining
Pyrian on 10/6/2019 at 13:22
Golden Lining...?
Pyrian on 10/6/2019 at 20:37
Pivoted my twitter from Glade Raid to a generic DBA account. Went looking to add September Games. Typing "September Games" into twitter search does not bring you up at all, lol. I had to search for Stilt Fella instead.
Yakoob on 14/6/2019 at 07:18
Thanks for the input on the name everyone :) I originally was going with "Pissing" exactly because it makes you raise an eyebrow (kind of like Genital Jousting), but might do some more RnD now and reconsider.
Pyrian on 15/6/2019 at 04:20
Maybe needs to be more subtle? "Silver Showers"?
Meanwhile, in Cyborg Highway, I've added a simple power, a melee hammer you can knock back attackers with (expending a capacitor bank to activate):
Inline Image:
https://i.imgur.com/X2pVKec.gifTry it out in the beta (free, plays in browser): (
https://pyrian.itch.io/chb-jepr0563)
Note that capacitor charges are displayed as lights on the main character as well as off in the corner.
henke on 15/6/2019 at 06:04
Ehhh, I kinda think the game played better without the added complexity of variable car speeds and enemies that don't always die when you kick them.
Also, just to make the controls more pleasant: I'd like to be able to hold down a direction button and have the character jump as soon as a car gets in range.
Yakoob on 15/6/2019 at 07:31
@Pyrian, you should post the beta in the Headliner discord, might get a few other peeps testing it out that way :)
In the meantime... a big youtuber played my game and it's probably the best "summary" so far...
[video=youtube;JP6wJt1S2Uk]https://www.youtube.com/watch?v=JP6wJt1S2Uk[/video]
Still LOLing at "oh god this is the youtube algorithm"weird anti-immune killer cells are eating your body" :joke:
Pyrian on 15/6/2019 at 13:55
Quote Posted by henke
Ehhh, I kinda think the game played better without the added complexity of variable car speeds...
It really did. In the original the cars speeds are locked into a pattern so there's always new cars driving by; there's basically no way to improve on it for playability, anything I do to make things more dynamic will potentially make things
less dynamic sometimes, leaving you more or less trapped in place. I could probably tone it down, though, but it's not as easy as just adjusting a slider since the fundamentals of how they drive are completely different now (as opposed to "conveyor belts"). I'll work on it. A
lot of playtesters asked for more dynamic traffic.
In the long run, the underlying dynamic traffic support just isn't removable; as the player and enemies get more abilities, traffic will
have to respond appropriately. Doesn't mean they have to be so, er, dynamic under more normal circumstances.
Quote Posted by henke
...and enemies that don't always die when you kick them.
That never existed, not even on paper. The core concept is using the environment to defeat your enemies. Getting kicked shares a function with voluntarily jumping, and is only slightly different (mostly in that the unit dies instead of refuses to jump if there's no valid destination).
Quote Posted by henke
Also, just to make the controls more pleasant: I'd like to be able to hold down a direction button and have the character jump as soon as a car gets in range.
Is it weird that it never even crossed my mind to do that? I'll put it in and we'll see how it changes things.
Quote Posted by Yakoob
@Pyrian, you should post the beta in the Headliner discord, might get a few other peeps testing it out that way :)
Okay, I will, thanks. :)
Quote Posted by Yakoob
"oh god this is the youtube algorithm"
It really is, isn't it. :joke: