- Is this fun to play?
- Do the controls make sense?
- Are the controls easy to use?
- Does the story make sense?
- Are the menus easy to navigate?
- Did you find any bugs, glitches, or general game play problems?
Thank you!
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Alpha Version 1.9
If the version displayed on the game's main menu is not the same as the most recent version released, try refreshing your page a few times. Your browser may have cached an older version.
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Alpha Version 1.9
If the version displayed on the game's main menu is not the same as the most recent version released, try refreshing your page a few times. Your browser may have cached an older version.
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Bullet points marked with an asterisk (*) are carried over to the latest version (they're usually temporary good things).
Known Bugs / Release Notes for Alpha Version 1.7 (Released 7/10/2012, 10:23am)
Known Bugs for Alpha Version 1.1 (Released 6/16/2012, 12:40am)
Known Bugs for Alpha Version 1.0 (Released 6/16/2012, 11:22pm)
Known Bugs / Release Notes for Alpha Version 1.8 (Released 8/28/2012, 10:34am)
- Win sequence's functionality is incomplete
- Pushers don't acknowledge player movement while idling on horizontal platforms
- Blue blocks aren't completely functional
- Blocks in the second half of the level aren't completely functional (namely the red and green ones)
- Issues with collision when turning into the boy from another animal when an object is directly in front of you (would be colliding with gun)
- Issues with collision when turning into anything else from the bird when an object is directly below you (would be colliding with the legs)
- Art assets were modified*
Known Bugs / Release Notes for Alpha Version 1.8 (Released 8/28/2012, 10:34am)
- Win sequence was added*
- Win sequence's functionality is incomplete
- Pushers don't acknowledge player movement while idling on horizontal platforms
- Removed the extras menu*
- Removed the temp intro cut-scene*
- Fixed the issues with the back buttons in the menus*
- Blue blocks aren't completely functional
- Blocks in the second half of the level aren't completely functional (namely the red and green ones)
- Issues with collision when turning into the boy from another animal when an object is directly in front of you (would be colliding with gun)
- Issues with collision when turning into anything else from the bird when an object is directly below you (would be colliding with the legs)
- Added mobile controls (not available in this version)*
- Added mobile input zones to GUI (not available in this version)*
- Game size was changed to fit the iPhone screen.*
- Credits menu was updated with names.*
Known Bugs / Release Notes for Alpha Version 1.7 (Released 7/10/2012, 10:23am)
No win sequence yetPushers don't acknowledge player movement while on horizontal platformsTouching the blocks (and top of the screen) gets a bit "sticky"- Blue Blocks aren't completely functional
- Included animated bird sprite*
- Added a How To Play menu*
- Updated the visuals for all of the menus*
Back buttons in menus create errors, must refresh page to continue- Blocks in the second half of the level aren't completely functional (namely the red and green ones)
Known Bugs / Release Notes for Alpha Version 1.6 (Released 6/22/2012, 7:51pm)
No win sequence yetUnknown behavior when colliding with a horizontal moving platform- Touching the blocks (and top of the screen) gets a bit "sticky"
Blocks are only functional on first half of level (not finished with their implementation yet)- Updated thumbnail GUI images, black is inactive, blue is active, and red is currently using special*
Known Bugs / Release Notes for Alpha Version 1.5 (Released 6/22/2012, 2:25pm)
- Infinite jumps if up is held down (near end of jump, temp fix is based on a frame rate timer) *
- Pause Menu is fully functional *
- Bear's special is implemented, not fully functional, but currently working on a toggle *
- Removed Dog's special, creating a new one with a different mechanic *
No win sequence yetLevel's left and right aren't blocked, you can fall offUnknown behavior when colliding with a horizontal moving platformTouching the blocks (and top of the screen) gets a bit "sticky"Blocks are only functional on first half of level (not finished with their implementation yet)
Known Bugs for Alpha Version 1.3 (Released 6/17/2012, 10:44am)
Infinite jumps if up is held downDog's special breaks when pushing levelBear's special isn't implementedTop of screen isn't cappedNo win sequence yetLevel's left and right aren't blocked, you can fall offUnknown behavior when colliding with a horizontal moving platform
Known Bugs for Alpha Version 1.1 (Released 6/16/2012, 12:40am)
Infinite jumps if up is held downDog's special breaks when pushing levelBear's special isn't implementedTop of screen isn't cappedNo death sequence - refresh page to restart gameNo win sequence yetNo pause button yetLevel's left and right aren't blocked, you can fall offUnknown behavior when colliding with a horizontal moving platform
Known Bugs for Alpha Version 1.0 (Released 6/16/2012, 11:22pm)
Infinite jumps if up is held downDog's special breaks when pushing levelBear's special isn't implementedTop of screen isn't cappedNo death sequence - refresh page to restart gameNo win sequence yetNo pause button yetLevel's left and right aren't blocked, you can fall offBoth platforms that move horizontally displaces the player off the stage
Touching the second moving block makes all characters disappear.
ReplyDeleteTechnically, touching any horizontal moving platforms sort of kills the player. I think it's a coordinates issue between the movie clips. Trying to resolve that now. Otherwise, just turn into the bird and fly past them.
ReplyDeleteYou can see some of the other obstacles I've got in mind in the concept outline for the background.
the only one i found so far was the first platform and my jump didnt work. and I fell into the abyss.
ReplyDeleteCan you be more descriptive, please? What about the first platform? And how did the jump behave?
ReplyDeleteThank you.
On another note, I've re-uploaded a new swf. Touching the horizontal moving platforms no longer shoots you out of the screen, but I'm not entirely sure what they're doing to the player now. Can I get some feedback on the behavior, please?
ReplyDeleteVersion 1.3 is up.
ReplyDeleteThe pause menu is fully functional (hit ESC to pause the game).
You also automatically respawn at the start of the level when you fall off (I'm contemplating a pop-up dialogue so the respawn isn't immediate). Is that a good idea or do you prefer the auto-respawn?
As always, feedback is appreciated!
Also, if the main screen isn't showing you the same version I have released, refresh the page a few times. Your browser may have cached an older version.
I tried out the game, and it's working pretty well in my opinion. I had some wonkiness with the boy's jump-at first, he went way too high, but after ohne death, he couldn't jump at all. The bullets are working sweet. I could see him with a slingshot or something haha. I had some weird controls after the red point, like, I couldn't go backwards, and couldn't jump unless in bird mode. As far as dying at specific platforms go, I couldn't go past the one moving horizontally-I kept glitching off or through it. Looking good tho, and I'ma do dem carry actors!
ReplyDeleteThe problems I ran into was when I jumped once in the game I couldn't jump again. Ever. The other forms were alright. When I eventually died. I restarted the level at the start (as it was supposed to do) I It automatically moved me backwards and I fell off the world. Then it re-spawned me and the same thing happened. Over and over again. That was really the only problems That I seen so far.
ReplyDeleteAs for the re-spawn, I believe that if it is possible to program check points we should do that, to start at your last progression. If not then make a simple pop-up that says if they would like to restart.
Also when I restarted the level or refreshed the page, the same thing happened.
ReplyDeleteIm working on stuff tomorrow and should post something tomorrow. I have 3 days off work so I have time.
We could do checkpoints, but considering the length of the level is quite little compared to the original, larger scope, checkpoints would make it sort of... too easy, I would think.
ReplyDeleteI've also fixed the jump. It's a temporary fix based on a frame rate timer, but it'll do for now.