4.60 star(s) 26 Votes

Redstore997

Newbie
Mar 25, 2018
18
20
I really like the new wolf animation. It's really smooth and exciting. The only thing I need to say is, the whole animation can be a bit longer. It doesn`t have to be more "scenes" or something. Maybe just some speed variation and making it longer as a whole. That the scene gets faster until the climax. I feel like it's way to short. Besides that it`s really impressive Cookiedraggy. Love your game and the new build.
 

Porn Name

Newbie
Feb 1, 2018
86
27
It's good. I'm not into furry? (dunno the tag), but was good. Animalistic, the tease where you have control how long to postpond is nice too. The gameplay is not complimentary to the game, but a core enjoyment. Would prefer it more dark, but that's personal preference. Good job, dev.
 

156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,501
I agree that the wolf animation could've been longer. I thought it was finished a little too soon. Maybe loop it a little longer. Doesn't even have to be sped up or down.

This version also adds new sound effects, doesn't it? I don't remember hearing moans and such during H animations. Looking forward to those being implemented for all animations. I love those.
 

TAImatem

Newbie
Dec 26, 2018
88
101
Sorry for making you wait. Although I should mention that R button still works
BTW, is it me or controller support is slightly worse on this build? It got disconnected from the game few times while I was playing
PS Maybe I should come up with some solution that will automatically update the health key
 
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Mastodon

Member
Feb 20, 2018
198
405
Slightly worse? I couldn't get my controller to work in this build at all.

Edit: The boss is so annoying. There is no clear indication when he becomes immune to attacks, hits don't always interrupt projectile cast and the projectiles themselves have at least two three (I thought I could reduce the risk of being hit by forcing him to be on the right side, but he threw a complete curveball) patterns which they pick randomly.
All in all the fight's not hard to beat, but hitless is a whole different matter.

Also I do not approve of death pits disguised as passageways. You know what I'm talking about. The lonely floating platform in the right corner of the screen with no visible wall next to it, above the only instant death pit in the whole area. Doesn't help that there's a heart on it initially, as pickups don't respawn.
 
Last edited:

dragonsix6969

Active Member
Apr 26, 2019
737
490
Sorry for making you wait. Although I should mention that R button still works
BTW, is it me or controller support is slightly worse on this build? It got disconnected from the game few times while I was playing
PS Maybe I should come up with some solution that will automatically update the health key
does not work
 

Cookiedraggy

Member
Game Developer
Mar 24, 2019
237
587
Yeah, there are issues with controllers in this build. We haven't figured out why yet... we did not touch the input code at all. Only thing I can think of is a bug in the GameMaker version I used. :c
 
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Cookiedraggy

Member
Game Developer
Mar 24, 2019
237
587
the projectiles themselves have at least two three (I thought I could reduce the risk of being hit by forcing him to be on the right side, but he threw a complete curveball) patterns which they pick randomly.
There are only two patterns from which he picks: The wheel based attack and the homing projectiles. The wheel is easy to dodge completely with two consecutive rolls through them, or by jumping through the spaces. And the homing ones can be jumped over if you wait long enough, or you can charge the wolf and attack him to stop the spawning. ^^ All in all they are all pretty easy to dodge hit-less if you observe him.

The third projectile attack is triggered only if you manage to hit him during his casting! If you do that, milk it because you can land a number of hits before he retreats. If you abuse this weakness you can beat him pretty fast. :3
 

TAImatem

Newbie
Dec 26, 2018
88
101
TBH, I think Werewolf boss would be more suitable if he appeared right after double jump trials. In that case player would already be quite familiar with dodge mechanics and controls. Only downside I see is that double jump might make dodging him a bit too easy. Right now that boss appears way too early IMO
 

Cookiedraggy

Member
Game Developer
Mar 24, 2019
237
587
TBH, I think Werewolf boss would be more suitable if he appeared right after double jump trials. In that case player would already be quite familiar with dodge mechanics and controls. Only downside I see is that double jump might make dodging him a bit too easy. Right now that boss appears way too early IMO
Yeah he is not going to find his home on this planet, I just tried to find a good spot for him so we can show him off early without the player being able to double jump. The planet where he will be placed is going to have the mood of the boss arena within a misty forest. ^^

It's the compromise I had to take for allowing voting on enemies, so things are going to be developed out of sequence until they fit together as planned in the design document. :3
 

TAImatem

Newbie
Dec 26, 2018
88
101
Yeah he is not going to find his home on this planet, I just tried to find a good spot for him so we can show him off early without the player being able to double jump. The planet where he will be placed is going to have the mood of the boss arena within a misty forest. ^^
Wait, does that mean that upgrades will be activated separately on each planet?
 

Mastodon

Member
Feb 20, 2018
198
405
There are only two patterns from which he picks: The wheel based attack and the homing projectiles.
I'm counting the order in which they spawn (clockwise or counter-clockwise) as a separate pattern as it doesn't always follow his own orientation when initiating the attack, which means that projectiles sometimes spawn right on top of me if he's too close, but not consistently so.
 
4.60 star(s) 26 Votes