Liberación de Fluffytown

2009, July 27th 9:32 AM

Here we go again! Experimental Game #2!

dead elephants make everything better

KABOOM

I'm not giving much commentary on this yet, since I need to get more responses unbiased by my comments. So: grab the game! Play it! Tell me everything you think.

  • WolfKrad

    2009, July 30th 11:39 AM

    Heh, fun.

    After "No Such Thing As Too Many Guns" I was looking for some kind of gimmick. Couldn't find it, so decided to resort to my usual completionist style in games and kill every single killable thing. Beat it on my second go (first go I was mainly busy figuring out the gimmick ;))

    Then I figured, partly because of all the tombstones in the end, to try again, only this time letting everything live.

    Much, much bigger challenge I must say, but one of the first things I discovered (which I didn't know before, trying to avoid/kill everything) was that I could stand on top of those large creatures. Almost frustratingly difficult, but mainly due to three things:

    1. I couldn't figure if there was a way to reset quickly after getting hurt very early on.
    2. I couldn't figure out how to get past the area with the flying things without getting hurt at least once.
    3. The porcupine thingies on the steps at the final battle (caused by the difficulty in judging the jumps, but that wasn't that big a problem the rest of the time).

    The tombstone-free ending wasn't much different, but definately more satisfying.

    Did get stuck in the landscape once, but it's hardly realistic to expect bug-free games with experiments like this :)

    P.S.
    Did encounter some problems posting this comment yesterday, but luckily I could rescue the text through some swift "Back" button action ;)

    You deserve the feedback, so I thought I'd save it and try again later, so here it is :)

  • MulliSaukko

    2009, July 30th 1:39 PM

    my lost comment said something along the lines of : z+x, a nice way of introducing buttons in the start. controls ok. liked the explosion effect of the boss. didn't figure out that there could be alternate ending ( although the bloody tomb stones could have given a hint if my conscience was still functioning )

  • MulliSaukko

    2009, July 30th 1:41 PM

    ps. the elephants (?) seem very cave story-ish :)

  • Pretzle

    2009, July 30th 2:49 PM

    Found your site through your link in QuestHelper (Thank you for an invaluable addon by the way).

    Having played both this and your previous months game, this was definitely my favourite of the two. It was fairly entertaining all the way through, though it was your boss battle at the end that really had me.

    It was a good 'aha' moment to realise that I could do it easier by just moving left away from the yellow beam, then back over to the right only firing if there was spare time – and saving the majority of my 'shooting time' for when the big ground attack went off.

    Writing it now it sounds silly, but it 'scared' me that the dogs(?) moved towards me. Not consciously at first but after playing through my second time it struck me that I was triggering them to run forward before running back, turning, and then killing them.

    Overall a great few minutes of fun, it reminded me of games from my childhood (Apaprently from your Goals page we aren't the same age! ;) )

  • Arithon

    2009, July 30th 9:02 PM

    Very fun. Loved the tombstones at the end. The landscape was a little wonky in places, and one of the dogs got stuck in a tiny pit. I was forced to take a few hits to kill it, but it was totally worth it. =D

  • Tang

    2009, July 30th 9:10 PM

    I like how the optional goal of saving everything provides an extra level of challenge for a good player while the game is still beatable by an average player.

    I also like how you can jump on the elephants. It is nice to be able to use enemies to interact with the environment and to interact with enemies in more ways than shooting them.

    I forget what else I had in the lost comment except that I joked that the game used to be called Bioshock and I also liked that there was so much blood and violence in a game called Fluffytown.

  • Zorba

    2009, July 30th 9:26 PM

    1. I couldn’t figure if there was a way to reset quickly after getting hurt very early on.
    2. I couldn’t figure out how to get past the area with the flying things without getting hurt at least once.
    3. The porcupine thingies on the steps at the final battle (caused by the difficulty in judging the jumps, but that wasn’t that big a problem the rest of the time).

    There's no good way to reset besides dying. You can hit F12 to restart the game quickly, but then you get to sit through the intro sequence again, which isn't skippable. (This was a mistake, which I'll fix in future games.) Menus take a lot of work compared to their value and I'm trying to largely avoid them, but sometimes I think they're just necessary. It needs a "restart" option.

    You can do get through the bird zone by going under them – there's a few dogs you have to lure into pits. You can get out of the underneath zone by using an elephant as a footstool, or, if you're confident with jumping, you can actually hurdle over the porcupine in the bottom-right and then jump back over it to the left to get back up. It's quite tricky, however, I've only managed it without damage once or twice.

    The porcupines are meant to be a huge hazard if you're trying to not kill anything. Personally, it's always the dog that gets me, though :)

    ps. the elephants (?) seem very cave story-ish :)

    I may have modeled a significant amount of my art and physics off Cave Story. The explosion is *cough* somewhat reminiscent as well.

    I didn't realize how incredibly weird the actual Cave Story "Behemoths" are until I looked at them closely, though. Seriously, look at those things. They're bricks on legs, and their faces are at a 45 degree angle.

  • Zorba

    2009, July 30th 9:36 PM

    Having played both this and your previous months game, this was definitely my favourite of the two. It was fairly entertaining all the way through, though it was your boss battle at the end that really had me.

    It was a good ‘aha’ moment to realise that I could do it easier by just moving left away from the yellow beam, then back over to the right only firing if there was spare time – and saving the majority of my ’shooting time’ for when the big ground attack went off.

    Writing it now it sounds silly, but it ’scared’ me that the dogs(?) moved towards me. Not consciously at first but after playing through my second time it struck me that I was triggering them to run forward before running back, turning, and then killing them.

    The dogs actually ended up hugely nastier than I expected – I nerfed them twice before the release and they're still deadly. Homing effects are incredibly powerful.

    I agree with your assessment of fun – No Such Thing just flat-out isn't all that fun. I need to make sure games are fun first, then worry about my gimmick.

    Making boss fights is fun, and I'm mostly happy with how this one turned out. The ground attack looks kind of weird, and some people tried to shield themselves from the laser with the floating platforms, which just flat-out does not work. I suspect most people got killed by the end boss on the first try – I need to do a better job of telegraphing how his abilities behave.

    He's a fun boss though, and I think he's the only part of the game that I didn't end up needing to tweak heavily after implementing. He just plain worked on the first try.

    I like how the optional goal of saving everything provides an extra level of challenge for a good player while the game is still beatable by an average player.

    I also like how you can jump on the elephants. It is nice to be able to use enemies to interact with the environment and to interact with enemies in more ways than shooting them.

    I forget what else I had in the lost comment except that I joked that the game used to be called Bioshock and I also liked that there was so much blood and violence in a game called Fluffytown.

    I'm very glad that the difficulty worked out. I've heard far too many horror stories about developers overtuning their game so only they can beat it – in fact, I've been guilty of the same thing with some of my ancient game designs. From what I can tell, most people need to take a few tries to beat it the normal way, then take a few more tries to beat it the hard way. That's pretty much what I was aiming for, and I really really like how it works.

    I realized early on that I'd need something more interactive than "the enemy hurts you", otherwise the so-called difficult pacifist mode would just degenerate into "don't get hit by anything" and I'd have made No Such Thing 2.0. Not really my goal.

    Midway through this thing I noticed I was drawing a truly incredible amount of gore and blood for a game called Fluffytown that is fundamentally about pacifism. Well . . . what can you do, I guess.

    Someday I really need to play Bioshock.

  • Healy

    2009, July 31st 4:33 AM

    Just gave this a play. A bug severely restricted my movement at the very start and prevented me from getting anywhere, but all I had to do was restart the game and everything was fine. I liked the game overall, but I wish there were some more challenging platforming elements in the game. It should be noted that I've always preferred platforming to running and gunning.

    Also, I felt the boss was a little too easy, but that could be because I wasn't doing a pacifist run. I think giving it an attack that targeted the platforms could have been neat, though.

    One last thing: The graphics in this game are very reminiscent of the DOS years, and that, combined with all the blood and gore, gave the game a creepy atmosphere (for me at least). In fact, it would be cool to see a horror game done in this style.

  • Zorba

    2009, July 31st 8:56 AM

    Yeah, I ran into that bug while testing, then thought I squashed it. Naturally, it showed up again immediately after releasing version 1.0. Scaffold v2 fixes it, finally.

    I'd love to make a more challenging game, but a lot of platformer challenge comes from new gimmicks, and I only had so much time ;)

    If you want to check out an awesome retro horror series, start here – 5 Days A Stranger, 7 Days A Skeptic, Trilby's Notes, and 6 Days A Sacrifice, in that order. Great series.

  • Salinn

    2009, August 5th 1:45 AM

    Played it and was stuck a bit at the beginning with the first big jump, after I'd killed the elephant because I didn't realize I could ride on it. Easy to pick up and hard to master, it was a decent and fun play. I think that's basically what my comment said. I had no issues and thought it was fun, although I got to the boss and died. I should try again!

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