Week of Awesome II #4 beta is out!

posted in WoA II Journal
Published September 25, 2014
Day 4. Completed a level, hacked together some menu codes stolen from previous project, and now I have a playable demo:
Link: http://azureblaze.idv.tw/woa_rev631.rar

Supposedly this is not an actual submission. Didn't even have a title yet.
Just want to test if the game mechanics worked out as intended.

Dependencies:
DirectX runtime http://www.microsoft.com/en-US/download/details.aspx?id=35
Visual C++ 2012 redist http://www.microsoft.com/en-US/download/details.aspx?id=30679

Install:
None required. extract and execute woa.exe.

Notes:
Joy Stick is supported. Button names displayed in-game can be changed by config.exe.
By allowing replay auto upload upon first start up I can collected data of how the game is progressed. Please allow it if possible.
Clear time calculation is bugged.

For more challenges:
Every platform has its' own purpose. Try to find it!
Also multiple ways to get back to the beginning just before the end.
Untitled-1.png
Countless unintended routes are created while trying to design multiple routes.
I guess the only solution is to ban everyone who is exploiting/abusing game mechanics with the might of my EULA.

The CJK font is taking up 95% size of the game. I wish there are some good system font solutions for Windows.

I'll be filling in the story and more contents tomorrow. Also should come up with some good title.
7 likes 7 comments

Comments

Comments are shown oldest first so the discussion reads top to bottom.
Eck
Eck

If I had time, I'd test it. But there's TOO MUCH TO DO! The editor looks impressive though. If I get to a good point today, I may give it a run.

- Eck

September 25, 2014 04:04 PM
0sok
[quote name="Eck" timestamp="1411661069"]If I had time, I'd test it. But there's TOO MUCH TO DO! The editor looks impressive though. If I get to a good point today, I may give it a run. - Eck[/quote] I don't have the time, if you give it a go post your impression. I'll live vicariously through you.
September 25, 2014 04:14 PM
stu_pidd_cow

I gave it a go. I really love the concept! The first level was great. The second level I found really difficult towards the end (I died 2 dozen times) but I eventually got it.

September 25, 2014 07:34 PM
slicer4ever
the game was pretty fun to play. my only gripe is you need to know the color's that make up certain color combinations(as a programmer it's fine, but from a gamer perspective i sometimes forgot what enabled what when trying to get around things)
September 25, 2014 09:13 PM
AzureBlaze

I gave it a go. I really love the concept! The first level was great. The second level I found really difficult towards the end (I died 2 dozen times) but I eventually got it.

It is intended to be full of death traps, life being a teddy bear isn't easy. Or being a designer I'm just blind and sadistic, and bad at building learning curves.

But I will add more respawn point, going though the parts you have already solved repeatly is somewhat tiresome.

the game was pretty fun to play. my only gripe is you need to know the color's that make up certain color combinations(as a programmer it's fine, but from a gamer perspective i sometimes forgot what enabled what when trying to get around things)

Got that from my non-programmer friends too. Maybe switching to CMYK system will be more intuitive for normal peoples than RGB, like how the gem coloring system is done in WoW. I suppose "green = yellow + blue" is kindergarten grade stuff?

Although I died a lot too while testing. Need to pay a lot of attention to where you're going.

September 26, 2014 01:46 AM
Orymus3

Can't wait to try it, but it will have to wait until the competition is over sadly :(

September 26, 2014 03:44 AM
Stormynature

Grats on making beta level!

September 26, 2014 11:54 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!