Thanks for the comments guys! Reading your comments actually give me some ideas! Sorry that this reply is quite late. I had my hands full of other stuff at the moment, and even that demo is rushed in a few hours for the Blitzkast.
minalim wrote:I like the idea. Took me a while to work out what to do, and even once I figured it out it was still really hard. I think you need to work on the learning curve, cause it's extremely
Duh, my bad for not giving any instructions. Killing "traitor" (people that getting away from the statue) will give you points. Killing innocent people will give you negative points, unless you are killing at least one traitor along with them. Letting traitors get away (offscreen) will reduce your life.
shouldice wrote:Maybe I'm missing something, but it seems like the only way to tell if a person is a sacrificer (-) or not (+) is when they touch the evil bird statue. At that point, however, sacrificers are irrevocably on their way to remove a heart. Is it a game of chance, or just meant to be very very short?
Actually, whether someone is a sacrificer or not is decided
when he touch the statue. And yes, it is a game of chance as of now, but I'm looking to change that.
reverkiller wrote:This is fun, simple, and HARD.
What are you planning on adding? How are you planning on adding it?
As much fun as I had, it bored me after 5 minutes. I think you should add a level system of some kind.
Diacritic wrote:I like the idea. Took me a while to work out what to do, and even once I figured it out it was still really hard. I think you need to work on the learning curve, cause it's extremely difficult to last more than a few seconds.
I'm interested to see how you're going to extend the gameplay. Perhaps allowing the player to mess with the environment somehow, so they can set up traps for the pixel men who didn't sacrifice? Anyway, I'm looking forward to seeing this progress.
I'm thinking about splitting the game into two mode. One is the "freeplay" like the current build, which has to be unlocked through a "campaign" mode, which is divided into levels. For the campaign mode I'm going to use predetermined enemy patterns, with very minimal randomization here and there. There will be more "people" types, like a bigger one that take more than a single click to kill, one that run really fast if it didn't choose to sacrifice itself, and maybe one that shouldn't be killed no matter what. As for traps, I probably won't add them, because they will be impractical when the game's pace is fast enough. But honestly, I don't really know where to take this game. Heck, I don't even know if I'll have the time to do so. But I will try my best, wish me luck!