The password will be aod for all future AoA releases until otherwise noticed.downloaded latest demo. Its password protected.
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New victory pose after defeating bosses.
I haven't received any bug reports yet but I'd like to know your impressions on AoA so far:-
- How is the current difficulty of the number of enemy spawns?
- Were the boss difficulty okay? (especially with the archer boss)
- How do you find the current skills?
- Gamepad compatibility so good so far?
A few feedback on skill mechanics I received were:-
- Rush skill often leads to suicide (falling off the arena).
- Shield throw payoff not rewarding enough.
- Double-edge (Lv.3) costs too much HP.
I'll be looking to change that in a bit. Spawning is still not optimal at the moment and the AI is mostly aggressive. Will try to have a controller that adjusts enemy aggression and cunning based on their numbers so they don't mob and end up trailing behind the player.Currently I'm finding it too easy to get mobbed, but then again I'm not really putting much effort into it, so take that with a huge grain of salt.
Yup it tell me the start/end of loops but more importantly, it tell me where the sprite connects with the ground, where the player shadow should be. Of course I should have removed it before posting but I forgot.It's showing off when the animation loop begins/ends.
I mean, it's a teeny tiny thing, but it was the second thing I noticed about the animation. (the first was, "Oooh, cool wind effects")
I'll be looking to change that in a bit. Spawning is still not optimal at the moment and the AI is mostly aggressive. Will try to have a controller that adjusts enemy aggression and cunning based on their numbers so they don't mob and end up trailing behind the player.
Yup it tell me the start/end of loops but more importantly, it tell me where the sprite connects with the ground, where the player shadow should be. Of course I should have removed it before posting but I forgot.
¯\_(ツ)_/¯
Whoops sorry about the confusion. I gave some thought on the button indicators, and designed it as such. Damn my interface design sucked balls. I could try replacing the arrows with actual keyboard arrow key sprites, which will likely clear the confusion.Ok, finally got time to play this demo, and i'm having trouble.
How the hell do you break out of a grapple/sex-animation?
There's three buttons, (sword, person(?) and hearts, but I have no idea which button corrisponds to which button on the keyboard.
I've tried mashing A/s/d/z/x/c and nothing has happened.
I can't seem to escape the grapples at all.
edit: arrowkeys, duh.
Whoops sorry about the confusion. I gave some thought on the button indicators, and designed it as such. Damn my interface design sucked balls. I could try replacing the arrows with actual keyboard arrow key sprites, which will likely clear the confusion.
Thanks for finding the time!
I was very reluctant to halt Labcoax dev but I couldn't continue to the grind. Almost like digging a hole with bare hands. Over time, bad code design piled up and when I have to add a function, I have to sieve through the pile. Ability did not keep ambition in check. Ambition killed enthusiasm in cold blood. Maybe do Labcoax justice next?Compact and charming mechanical and visual style. Good on you for postponing a lofty first project to get experience with something simple, I mean it.
I think aiming skills should have the direction/cursor move steadily but swiftly to the direction the player is inputting. That would make transition from movement to aiming seamless and intuitive while also allowing more directions for anyone using arrow keys or directional buttons.
I also think, for skills with confirmation or cancelling, that you should allow the button the skill is assigned to to allow confirmation and cancelling as well as the attack button. I'd like to be able to double tap a skill when I think I'm already facing the right way to succeed with it and want to basically skip the aiming process.
Wow your first post nonetheless! I appreciate it! Seriously, thanks!Just wanted to drop a line to let you know you're doing a great job, keep it up!
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First, the twirling barbs are a bit irritating in a few ways. A few times I had one spawn off screen and then spin to win--still from off screen--to knock me off the stage. It's supposed to be a challenge which is fine, but as far as I could tell there isn't any way to actually avoid/evade/stop the twirl once it begins unless you juke the start which is annoying without vision. If the movement speed skill could be equipped--assuming it needs to be--it might give the ability to evade it, but default speed didn't seem to be enough. I didn't test what takes priority between the spin and our charge though. If the charge counters it then my point is mostly irrelevant. Though I dislike off screen attacks, it's the only reason I lost on my otherwise flawless path to 40 so whether it's a good or bad thing might depend on what kind of challenge you're looking to provide. They can also spin immediately on spawn, which can be...interesting...combined with off screen spawns.
Yeeeahh that AI can go a little bonkers sometimes. I can see how spinning right off the bat and from off-screen can become annoying fast. I'll balance it by increasing the delay between spins and decreasing their reach.
The skill that every 5 or so attacks gets you a + 1 damage on the next attack is very often wasted on a parry/block. Isn't really worth using since it rarely works on anything other than archers/alchs. If the final upgraded version were to have that +1 attack and unblockable then it might actually be worth the points.
The skills will continually undergo tuning and balancing. That said, I'll go ahead and make that skill unblockable (didn't think of it earlier somehow).
Quicker response on the shield and charge turning would be nice as well. Also would be nice if the shield could be fired immediately instead of that rather significant delay after startup.
Shield throw happen to be the only ranged attack now, I think it's in a good spot now as the last upgrade makes it unblockable. As for the charge, being a 'get-in-get-out' tool, it does seem a little weak. I'll tune it some more.
An option to go directly to boss battles you've already beaten would be useful too.
Hmm good point. I'll note this down, but I gotta think this one through a bit.
That's all I remember for now. Though short and fairly simple, I enjoyed it. Nicely done.![]()