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Ok, so it's too tough. (Ooze! 0.85)


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Edit: The latest is up on the compo games page. Playtested this morning and had serious problems getting past level three. Adding the drip to the game really changes the overall dynamic. I find myself avoiding the bullet bounce back only to charge into an ooze drop!Changes I'm going to make today:toggle ooze drip with right difficulty switch, if the switch is set to b, then no drip happens at all. I think some players are just not gonna like this aspect of the game. Also, there are times when just blasting the ooze is fun. Why not make that an option?scale back the difficulty a lot more (I'm too familiar with the game, so this will be a guess)keep the drip off of some levels, thus giving the player some variety and relief from the drops. All done! I've about 100 bytes left and only a few bits of storage! Actually, I don't think I have any unused RAM left. There are a coupla bits here and there remaining from values that do not hit the upper bits of a given byte, but all in all it's used UP! It would take more room to pack data in than I would have at this point, so that's the max. It's all feature tradeoffs at this point.As per the last coupla releases, I've resubmitted the game and will post archive links here once judging is open. Get the latest from the games page. (Probably later today.)post-4356-1080351835_thumb.jpgI think this game is about done actually. The commentary from the compo, plus some more playtesting here on AA should shake out any problems. I know the actual level parameters will need a tweak or two to get the ramp up just right. Likely a bug or two to kill as well. (That's ideally what the ~100bytes are for!) Once that cycle is complete, I need to start thinking about the cart and my next project.

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