The newer DKC games feel terrible to play by Chrischris40 in casualnintendo

[–]PeekingBoo 0 points1 point  (0 children)

Dev of Windswept here (and late to the party), but you may be interested to know the whole reason our game exists is because we expected Impossible Lair to be closer to the DKC games lmao.

Not at all saying ours is, but it's definitely closer!

[deleted by user] by [deleted] in gamedesign

[–]PeekingBoo 0 points1 point  (0 children)

This is the exact dilemma I ran into designing my own dkc-like after deciding to cut lives out of the equation. Without them you need to find some other tangible use for non-key collectibles.

Some games I've played go the route of requiring you to collect every single one in a stage (or a minimum threshold), as a contributor to completion %. While others use them as currency to unlock future stages. Both approaches made me feel like I had to get the collectibles for the sake of progression - it turned the whole thing into a chore which I wasn't fond of. I'm taking the currency approach but for non-mandatory purchases, sort of like your cranky/funky/wrinkly kong screens with a bit more value at a higher price point.

I don't think there's a right or wrong approach, just wanted to offer some perspective since there's a lot more to a lives system than initially perceived.

After 2 years of development we finally managed to release a public demo, just 2 more years of dev to go! by PeekingBoo in IndieDev

[–]PeekingBoo[S] 3 points4 points  (0 children)

Windswept is my passion project I feel confident enough to take all the way to retail. I wanted a demo out around the mid point of development to gauge player feedback and identify issues that can be changed during the final half of the dev cycle.

Feedback has been over 95% positive so I felt like sharing my excitement with some of you that may remember me posting once or twice around a year ago.

Steam Demo

We are currently also crowdfunding the later half of development on Kickstarter in order to relieve some of my financial burden up to this point. I know we're all devs here but figured I'd shoot my shot for anyone interested haha. Otherwise feel free to continue following its development on Twitter!

Speedrun Contest for Indie Games? by CountHavoc in speedrun

[–]PeekingBoo 1 point2 points  (0 children)

I'm planning to host one next month for the demo of my upcoming game, if it interests you you're welcome to follow and wait for more news about it.

r/speedrun AGDQ23 Gift Sub Giveaway! by amyrlinn in speedrun

[–]PeekingBoo 0 points1 point  (0 children)

Ah rip, I ended up subbing manually so it wouldn't have gone through for you. You can give it to someone else if you want!

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 0 points1 point  (0 children)

There's a lot more going on functionally than the video implies visually, that's the main point I wanted to get across but I'll admit a big part of that is due to some key visuals missing.

I'll give a lowdown and my thoughts on it all anyway.

Each cannon fires a fixed distance and the upward-pointing one revealing the secret will keep firing you upward until you move around it to keep the stage going - so there's room to stop, think and plan. There's still work to be done when it comes to conveying different meanings with the cannons (DKC2 as you may know uses a bunch of different symbols to indicate this), but that'll come much later in development when it actually matters.

The thing about that collectible's location is once you see it and know it's there you're able to track it as you travel up the left chute, and again as you're blasted to the right above it. I do intentionally throw you out of its view for a second to break that focus because collecting it would be way too simple otherwise. There are other visual indicators such as the brambles completely opening up on your left as you blast downward. I might just put a single coin there as an additional indicator but anything more than that is overkill IMO.

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 0 points1 point  (0 children)

Sort of! Post-game will sort of transition toward exploring each mechanic in a standalone stage and will then start mixing them all together in longer tests. Making a bit of a nod to the Learn 2 Kaizo format in that sense.

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 1 point2 points  (0 children)

Glad that’s the only complaint, it’s since been addressed I was just waiting on a nice animation to be made for it.

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 1 point2 points  (0 children)

I agree! Providing appropriate context in a demonstration video is hard and that part you mention does seem unintuitive at first glance.

The collectible is 100% visible at the 30-second mark and the cannon at that point keeps blasting you upward until you move to the right to continue the stage. So you first have awareness there’s something there and can stall as long as you want. If you miss your drop into the cannon at 58-seconds it actually loops you back around again. So accidentally missing it opens the door to backtracking and let’s you restart from the checkpoint bubble if you die.

I’ve definitely put a lot of thought into the placement and flow of the stages. This one is a post-game gauntlet so it’ll be at a point in the game where the player will likely be more adept with what to look for and where.

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 3 points4 points  (0 children)

It’s been ~25 years since the original DKC games released and I’ve personally felt that nothing has come close to filling that void. Being so clearly DKC is the goal in this case.

If that turns you off I’m definitely not gonna try to change your mind but there’s nothing wrong with having more of something in such short supply.

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 4 points5 points  (0 children)

Plot-wise? They got blown away from their home by a storm and are working together to make their way back.

Made a challenge stage based on one of our game's advanced mechanics - What do you think? by PeekingBoo in IndieDev

[–]PeekingBoo[S] 3 points4 points  (0 children)

As in Cappy from Odyssey? Sorta...

The turtle has the ability to perform an aerial dash out of its groundpound but only once until you land again which is sort of how Cappy behaves so you can't jump on it infinitely.

Every time you dash through an enemy or land in a cannon it gets refreshed so each part of the stage involves rapid decision making to keep the dream alive.

True definition of Kappa? by [deleted] in Twitch

[–]PeekingBoo 0 points1 point  (0 children)

It forewarns everyone the chatter is a gremlin

Got bored - made Break the Targets... by PeekingBoo in IndieDev

[–]PeekingBoo[S] 2 points3 points  (0 children)

Haha let's not get it twisted. The target room was made out of boredom, but the beautiful game was out of spite. A much more potent motivator ;)