Thanks for the input. Every suggestion, thumbs up, and complaint helps. Please let me know if you discover any screw ups, if you don't like a certain sound effect, and stuff like that.
Do you like how the game starts, with the mature seaweed closing in, then the Manatee dropping in? I was temporarily using the kerplunk drop-in sound effect until I could find a better one, but I couldn't find anything that sounded any better. Should I keep trying to find a sound effect for the Manatee drop in, or just leave the kerplunk sound?
Piggles, on Wed Dec 1, 2010 1:47 PM, said:
Piggles, on Wed Dec 1, 2010 11:22 AM, said:
accousticguitar, on Wed Dec 1, 2010 9:43 AM, said:
It might just be me, but the ship accelerates too fast. When I push up or down on the joystick to move to a different level so I can shoot a block, the ship flies past it. I find myself going up and down several times until I can properly line up the ship to shoot the block.
I also found it frustrating. However, I believe that's part of the charm and the theme of the game. Your underwater ships are so fast, that the need for blasting seaweed is all the more urgent.
I've played it quite a bit now. I find lining up vertical shots to be far more a problem than horizontal, as the pixels are twice as tall as wide. I kill 99% of the seaweed with horizontal shots. My question is, is it a problem? Or is it a feature? Perhaps
I am the problem, and the game is perfect.
The normal playfield pixels with default resolution seemed to be the perfect shape for this game. Unless there is a bunch of seaweed clumped up in a big vertical strip, I don't even bother to shoot up or down. I mostly shoot left or right and see how many bits of seaweed I can shoot with the same missile for more points.
And lining up a shot is pretty easy once you get used to moving a little, then coming back so you're in the right spot. If shooting seaweed was easy, they would send down a monkey with a snorkel and a waterproof BB gun.
Piggles, on Wed Dec 1, 2010 11:50 AM, said:
I would like more frequent tentacle attacks! I think they're creepy and exciting, but happen too seldom. It could be because I'm doing lots of horizontal movement and that keeps them away. Even if they were to miss, I think it would add additional drama to the already desperate situation as the sea-weed begins to pile up.
Emehr, on Wed Dec 1, 2010 1:54 PM, said:
I didn't discover the tentacles the first time I played. I like them! What would be cool is if sometimes the tentacle sound plays but the tentacle doesn't come out. I think that would add some suspense.
Brian O, on Wed Dec 1, 2010 1:59 PM, said:
I second this. I've played a bunch of times and there doesn't seem to be enough tentacle attacks.
Wow, you never know how people will react. I figured people might complain about how the tentacles are always coming after them. I'd like to keep the sound and the tentacles tied together with no false alarms. The way it is now, if you stay in one vertical position for about 2 seconds, a tentacle will come after you. I can change it from 2 seconds to 1 second or less if you want. I could even link it to a difficulty switch. B could be 2 seconds and A could be 1 second. Or, if I can get more variables using jrok's suggestion below, it could start at 2 seconds, and decrease over time.
jrok, on Wed Dec 1, 2010 2:59 PM, said:
Also, I don't mind that the tentacle doesn't show up very often, as long as it will show up more and more often the further you get in the game.
I can do that if I can get more variables.
jrok, on Wed Dec 1, 2010 2:59 PM, said:
What is your playfield resolution? Unless it is 32, and unless you are doing something tricky like storing player data in the RAM, you will definitely have memory free in the your Superchip RAM. Maybe plenty of memory. For example, in the game I'm working on I have a resolution of 24. In addition to var0-var47, I'm using w000-w032 (and their corresponding read addresses) to store 16 rows of shape and color for player1. Also, I'm using the last four address of SC (w124-w127) to store a few more things.
I'm using the plain old 32 x 11 playfield. I haven't messed with Superchip RAM that much yet. I wonder how hard it would be to convert it? It would be nice to have more variables.
jrok, on Wed Dec 1, 2010 2:59 PM, said:
Really, though, it might be nice in general to add in a few critters that you can actually shoot and destroy to counterbalance the Wrothopod guys.

If I can get more variables, you never know what creatures might show up (or randomly pop out from behind a piece of seaweed when you shoot it).
Thanks.
Edited by Random Terrain, Wed Dec 1, 2010 6:25 PM.