Note on the update:
There is a known issue on Patora where the AI will jump into the lava lemming style, this will (hopefully) be fixed in a future update, probably after I rework / implement proper AI.
The parity update for All Ways Down brings both the WebGL and the standalone version up to date with the recently released Android version of All Ways Down (available now on the Google Play store).
New features include:
New collectables system:
Each level now contains a golden collectable.
New level rating system:
Each level now has a rating system, where a level completion is rated based on whether the level is complete, if the player died or if the golden collectable was picked up.
Further improved UI, including new UI animations.
And finally the ability to alter some graphical settings, such as overall quality and Vsync.
Other changes include general performance tweaks, bug fixes, new save system, level tweaks, and the combining of continuous play(Story mode) and single level play.
The parity update is now live on Itch.io, Gamejolt, newGrounds, and Kongregate.
It’s been a busy past couple of weeks so I figured I would post a bit of an update on progress and upcoming plans.
Just before Christmas I uploaded All Ways Down to newGrounds and shortly after to Kongregate, with some reasonable success, managing to hit the front page of newGrounds just a few days after uploading :-). I received some great feedback from the users of these sites, which has allowed me to improve the gameplay, iron out some bugs and give it some more polish overall(I’ll include the full list of changes at the end of this post).
Because I’ve been working on these further updates I decided to temporarily put the android build on hold, and focus on improving the version that was available. But, do not fear, I am still planning on releasing All Ways Down on Android. However, I want to make sure it is ready and tested before I do so, which may take a little longer. Though I do currently have a stable finished build running on both a mobile and tablet so it shouldn’t be too long, it just depend on whether or not I add a feature I’ve been thinking about…
Now All Ways Down is almost finished, (again), I’m starting to think about my next project. I have a couple ideas in mind which you might hear more about once I’ve fleshed them out a bit. I also have a couple ideas for this site but we’ll have to wait and see.
Anyhow, I’m off to go have some fun in Unity,
Joe.
All Ways Down Change-log:
Increased pickup size.
Increased goal detection area.
Increased level rotation speed.
Improved various UI elements.
Added current level number to pause and level complete screens.
Added trail effect.
Tweaked overall game difficulty.
Added mute button.
Added mouse input for level rotation.
Tweaks to early levels to adjust game’s difficulty curve.
It’s been almost a year since the inception of All Ways Down during Ludum Dare 34, and to mark this occasion I would like to announce the release of the All Ways Down Anniversary update.
The update includes:
New Levels.
New Obstacles,
New Menu UI,
Level Selection,
End of game stats,
Improved performance,
Touch support,
And many more improvements and bug-fixes.
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The update is now live on its itch.io page and here on noddingTortoise. Further the game is also now available on GameJolt. So there really isn’t a reason not to check it out 😀
So I decided to enter Ludum Dare again, the result of which can be found here, over on the Ludum Dare site. I’ll probably write a post mortem sometime during the next week. However, in the meantime you can watch a gameplay video I put together of my entry ‘Court of Talis’ below or you can check it out via one of the links at the end of this post 😀
It’s been awhile since my last project Mamore, almost two and a half months in fact, but during this time I haven’t just been playing through my Steam back catalogue whilst refreshing the Fallout 4 countdown timer(even though I may have a couple of times), instead I’ve been busy working on my next project. In fact you may have already seen some of the early screenshots and concept art for the game that I’ve been posting over the last month. Now today, I’m happy to officially announce my new project TaO-VARG.
TaO-VARG is a challenging action puzzle game where your goal as the player is to guide a Ballistic Acceleration ellipse(BALL for short) to the goal by using two special gravity particles: Thrusts and Orbits. Further, in order to successfully complete a level, not only must the BALL reach the goal, but it must do so within certain limits, these limits are imposed on the number of respective particles that can be used each level, with three pass marks(bronze, silver and gold) associated with how few(or many) the player uses. If the player reaches the goal but uses too many of a particular particle then they must try again.
In total there are currently 40 levels to beat, with the later levels becoming more and more challenging for the player(though some of the early levels can be a challenge as well). The levels start simple, but as the player progresses through the game they will encounter a variety of obstacles, ranging from turrets to lasers.
The game is currently still in alpha, though it is finished for the most part(I’ll list the things I want to possibly add to the game at the end of this post, along with download links). But the game does need some fine tweaking. This is where I’d like you, the reader, to come in. Unfortunately I’m a bit too familiar with the game(having made it and all), so it’s hard to tell if some levels are a bit too hard. Therefore, I need some more widespread playtesting and feedback on the levels, so that I can put the finishing touches on the game. Basically, I’d like you to just play the game; if you finish it that would be awesome but its not a requirement, and hopefully whether you finish or not you have some fun doing so. And if you want to give me some feedback on the experience that would be awesome too, all constructive criticisms are welcomed.
Below you will find a link to a windows installer along with a standard Unity standalone package.
Been a while since my last post, so I thought I’d post some screenshots of my current project which I’ve been working on over the last month. Still a way to go until it’s finished, so things in these screenshots may change, hopefully for the better 🙂