Spark the electric jester Ready to move on!
#121
Posted 29 March 2015 - 05:55 PM
Why was the health bar doubled? Now the game sounds like it'll probably be easy.
#122
Posted 29 March 2015 - 05:59 PM
re: easy - Number of hits doesn't dictate difficulty. Difficulty dictates number of hits.
(See: Freedom Planet)
(See: Freedom Planet)
#123
Posted 29 March 2015 - 06:34 PM
Absolutely love that windmill backdrop Lake, one of your best.
Music is awesome too. Nice
Music is awesome too. Nice
#124
Posted 29 March 2015 - 11:26 PM
@W.A.C.
Only thing I changed was to allow you to get more 3 hp points. That's it, the level is still balanced around maintaining it at 3 like before.
I want the player to feel free to take more risks on spark, at least on the early stages, so this will take over onto the later stages.
Only thing I changed was to allow you to get more 3 hp points. That's it, the level is still balanced around maintaining it at 3 like before.
I want the player to feel free to take more risks on spark, at least on the early stages, so this will take over onto the later stages.
#125
Posted 30 March 2015 - 02:37 AM
Any chance you could incorporates a difficulty mode that halves the health? Kirby's Nightmare in Dreamland had that as an unlockable mode, but it would be nice to have that from the start for those who want a much more challenging game.
#126
Posted 30 March 2015 - 03:32 AM
@W.A.C.
Yeah, I've been planning on a hard mode for a while, but I feel like it's better to scale the normal game's dificulty up on the later levels and leave the early ones (like the ones in the demo) as easy levels.
If everything falls into place, I might be able to have time to do a platinum game's esque hard mode, changing the layouts and everything. After all, this is not the first time I did it. (by that I mean changing the layouts, the process of making level design for me has been only getting faster and faster over the years)
Most people are turned off by dificulty and the last thing I want to see is someone quitting the game because they died once and lost interest.
I still stand by having 6 hits for now, playing Smash has told me that when people are put into pressure, they get campy, and camping is boring. Been working on making spark NOT boring for quite a while now but I see how a lack of dificulty might make this backfire on me.
Edit: oh, and yeah, you can camp on spark. A problem I see with a lot of players is that they will just shoot the charged shot over and over at a boss, instead of attacking, which is the faster and safer aproach, since shooting leaves you unable to do anything for a while.
Yeah, I've been planning on a hard mode for a while, but I feel like it's better to scale the normal game's dificulty up on the later levels and leave the early ones (like the ones in the demo) as easy levels.
If everything falls into place, I might be able to have time to do a platinum game's esque hard mode, changing the layouts and everything. After all, this is not the first time I did it. (by that I mean changing the layouts, the process of making level design for me has been only getting faster and faster over the years)
Most people are turned off by dificulty and the last thing I want to see is someone quitting the game because they died once and lost interest.
I still stand by having 6 hits for now, playing Smash has told me that when people are put into pressure, they get campy, and camping is boring. Been working on making spark NOT boring for quite a while now but I see how a lack of dificulty might make this backfire on me.
Edit: oh, and yeah, you can camp on spark. A problem I see with a lot of players is that they will just shoot the charged shot over and over at a boss, instead of attacking, which is the faster and safer aproach, since shooting leaves you unable to do anything for a while.
This post has been edited by LakeFeperd: 30 March 2015 - 10:50 AM
#127
Posted 30 March 2015 - 12:20 PM
I did pimp this (of my own accord as well as a RT) in Twitter. I'm no great shakes, but have 1K+ followers so what the hell. Word needs to get out. <3
#128
Posted 30 March 2015 - 12:38 PM
Jayextee, on 30 March 2015 - 12:20 PM, said:
I did pimp this (of my own accord as well as a RT) in Twitter. I'm no great shakes, but have 1K+ followers so what the hell. Word needs to get out. <3
Good work man. And yeah I also just bumped and updated the NeoGAF thread with the new trailer on Lake's request. Some of the complaints in the thread were "no trailer" and now there is one so I'm hoping the thread will give this amazing and promising game some more visibility. The thread has 1500 views and I'm hoping that's going to climb now with the update. As I said in my PM Lake it's amazing, amazing news that you've resolved all previous issues and have resumed work on the game.
Super excited for Spark now. Fell in love with the demo and can't wait until we have the full release.
This post has been edited by 360: 30 March 2015 - 12:39 PM
#129
Posted 31 March 2015 - 06:30 AM
For some reason, I'm feeling a bit more confident on the game right now than I was before, even though the numbers are technically lower than ever.
Hopefully, you guys will see something big at the end of june, but until then, I just have to wait.
Edit: not sure if anyone is going to see this but some dude on youtube made a good recording of the demo, if you are not interested in playing it and would like to see sort of an extended trailer, take a look:
https://www.youtube....h?v=HJ6pkx_ACN4
Still, that doesn't fix the "I don't wanna see anything and wait for the final game" problem. I respect people that are like that and I'll make sure to include a lot of surprises in the full game, so, don't worry about it. I'm fully aware that that's a really important thing. For an example, there was a whole stage I was refusuing to show off until the most recent trailer, you won't know which stage that is, but, it's there. And I'm sure as hell not going to spoil the final boss.
If you want my oppinion on that though, well, I feel like it's better to be spoiled then it is to be dissapointed, make sure you know what you are suporting and make sure you know what you want to suport.
Spark is not a game that's going to release on its own. It needs all the support it can get. Well, maybe I'm biased, maybe I wrote this for no reason at all, after all, I'm confident on spark for a change. But still, I whish I could reveal my plans, I feel like I would be better off if I did, but I won't, I just don't feel like it would be the best decision anyway.
Hopefully, you guys will see something big at the end of june, but until then, I just have to wait.
Edit: not sure if anyone is going to see this but some dude on youtube made a good recording of the demo, if you are not interested in playing it and would like to see sort of an extended trailer, take a look:
https://www.youtube....h?v=HJ6pkx_ACN4
Still, that doesn't fix the "I don't wanna see anything and wait for the final game" problem. I respect people that are like that and I'll make sure to include a lot of surprises in the full game, so, don't worry about it. I'm fully aware that that's a really important thing. For an example, there was a whole stage I was refusuing to show off until the most recent trailer, you won't know which stage that is, but, it's there. And I'm sure as hell not going to spoil the final boss.
Spark is not a game that's going to release on its own. It needs all the support it can get. Well, maybe I'm biased, maybe I wrote this for no reason at all, after all, I'm confident on spark for a change. But still, I whish I could reveal my plans, I feel like I would be better off if I did, but I won't, I just don't feel like it would be the best decision anyway.
This post has been edited by LakeFeperd: 31 March 2015 - 07:48 AM
#130
Posted 31 March 2015 - 04:28 PM
I haven't commented on Sparks for a while, but I have to say I'm really loving how it's shaping up, Lake! Really feels like MegaMan X, but with a higher emphasis on rhythm and movement. I'll definitely be spreading the word
#131
Posted 01 April 2015 - 03:05 PM
Cross posting...

Based myself on plasma sword's new moveset (for those who didn't know, you can press Up + X and Down + X now, for new moves) It inspired me into expanding the power up system. Now spark can become different jester “types”!
Gravity and Wind jester are a rework on the triple jump scarf and the gravity gloves. Gravity should recive a massive overhaul but Wind should only get an more expanded moveset.
Fire, Cool and Edgy are new, but don't expect to see those for a while.
Anyway, here's some reference artwork I did for the base sprites:

Based myself on plasma sword's new moveset (for those who didn't know, you can press Up + X and Down + X now, for new moves) It inspired me into expanding the power up system. Now spark can become different jester “types”!
Gravity and Wind jester are a rework on the triple jump scarf and the gravity gloves. Gravity should recive a massive overhaul but Wind should only get an more expanded moveset.
Fire, Cool and Edgy are new, but don't expect to see those for a while.
Anyway, here's some reference artwork I did for the base sprites:
Spoiler
#132
Posted 01 April 2015 - 03:35 PM
I decided to post the image because borked spoiler tags 

I really like these. Excited to see more.

I really like these. Excited to see more.
This post has been edited by Xeal: 01 April 2015 - 03:35 PM
#133
Posted 15 July 2015 - 02:55 PM

Note: Please don't mind the typo.
Introducing: Fark (nicknamed by spark himself), He is Spark's replacement and rival.
And here's another screenshot with the Gravity Jester power up flying around.

00