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Caught a short break, so Ooze! Playtest time.


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Here in Portland, we've got a storm that's going to keep me home for a coupla days --and my employer wants to keep activity down before Christmas to better enjoy his newborn!(That's what I call a win win)Anyway, there is a thread up in the Homebrew Discussion sub-forum. Most of the info is there, so I'm not going to repeat it here.Christmas is coming, have a merry one everybody!Edit: This post will contain version 1.0 of Ooze! A recent announcement of expanded Bb address space basically, puts additional development of this game on the table again!( Very cool actually )What ends up here will be the game, as it can be done, within the Bb 0.3x environment. Instead of a cart release, this 1.0 version really becomes a milestone toward a more complete game that takes advantage of what will come early next year.Everyone that has given me comments and some gentle nudges in the right direction:Thanks!Archived comments from the homebrew discussion that I want to have ready access to later:I think the core game is very solid, and not much more tweaking is required. However, the game as a whole is lacking polish. My biggest regret with the Hunchy 2 cart is that I didn't spend more time on this. For example, you might consider adding some of the following: 1. A title screen, or an attract mode. 2. Title music, or a few in-game musical effects to indicate change of level, game-over etc. 3. A visual indicator of the game variation before play, and possible more game variations. 4. Use select to choose the game variation, and fire to play (down to start is not very intuitive). 5. A high-score table, or some indicator of the highest score achieved. 6. Different ship sprites for the levels, and possible some powerups. 7. An end-of level baddie to fight (the monster who is generating the ooze?). 8. 2-player support, e.g. cooperative, or turn-taking modes. 9. Paddle and/or driving-controller support. 10. AtariVox support.I think an end of level baddie might be a bit much to ask for, however it would be a nice break and would add to the sense of accomplishment.I would also like to see a few power-ups (I know, I'm the guy that always seems to be asking for power-ups) again this may be to much to ask for, but a mega bomb that washes away a circular area of the ooze, and multi fire, where you have several shots going off in a fan.I'd like to be able beat the ooze once in a while, when leveling up, the ooze is persistent. You see, part of the core game mechanic appears to be the human (instinct?) to clean things up. You may not like cleaning things up, but most of us get into it zealously at some point. Cleaning the car, cleaning the driveway, organizing our cart collection... well I'm sure I'm not alone here. :-). Mario Sunshine for instance, uses this concept in a very big way. Your game frustrates me that I can never seem to win against all of the ooze.. The key to making a great game is to allow people to reach the peak and bask for a moment until they look up and see that they are not really on the top of the mountain just yet.I really would like to see a paddle control, I don't know how many people have the driving controller but paddles are common.Reverse the meaning of the left difficulty switch (A = Advanced, B = Beginner)

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