Others Strip 'n Slide [demo3] [DanaCrysalis]

1.00 star(s) 1 Vote

silentndeadly

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Apr 20, 2019
33
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I'm actually the dev of this, heh, I wondered how long it'd take before it showed up!
Coolio. Constructive criticism:
-As a note, I have run through this game multiple times (though haven't beaten the secret boss. More on her later) and have at least a decent grasp of it.

While it is not extremely difficult to match, once you get into the rhythm, it does take a lot of time and effort to make any progress. When doing my level best to do the absolute minimum of moves, I counted 617 actions to get one match of three rainbow gems. This also left me in a terrible spot of having a board full of skulls and bombs, with 4 health.
Now, random chance does play into this, but that's still a heck of a lot of effort for very minor progress. Consider perhaps having a way to get more rainbow gems aside from matching our little hearts out. Maybe have an increasing bar, filling with every match made, that pops out a rainbow gem when it is full, or it damages the girl's health bar. The damage option would also help players see the differing states of the girls' undress. That also helps with the second point.

This game is frustrating, to a hefty degree. The amount of time spent cleaning up skulls and bombs as they populate the board is almost half of the playing time. And still, occasionally, I can lose out of no fault of my own when gems turn into skulls or bombs and complete a -6 health combo, or destroy something I was working towards (Lord forgive me for the curses I utter when that breaks a rainbow gem, or even two).
In all honesty, I think too many skulls/bombs are created at once, but reducing that too much might make the game much easier. Maybe differing girls could have increasing numbers of skulls/bombs? Maybe have the skulls show what color is going to be effected. Say, a green skull makes green gems into skulls. At least the player knows what is coming and can expect that. That actually is a life-safer that I enjoyed with the secret boss, since I KNEW hearts were going to be the death of me and I needed to clean them up.

Speaking of her, the secret boss is madness. She can regenerate health almost faster than I can take it away from her, and I have never gotten her under 14 health, and she was back up to 17 when I failed.
Heartbreaking? Fine. Taking away my progress? VERY frustrating, but survivable. Unavoidable damage would be manageable if hearts were not also dangerous. Maybe either have her not heal and just do damage, or have that ability be interruptible.
I was hoping that by matching 5 rainbow gems I would get some kind of boon, or at least some extra damage, but that didn't work. It got me thinking, maybe matching extra rainbow gems could have a tangible reward, like doing 5 damage for matching 4 and 7 damage for matching 5. Right now there is no use for matching 4 except for the final match of taking out a 10-health girl.
I also noticed that she can turn my rainbow gems into skulls and that is just not okay.

As for the girls, the ones we have right now are cute. Very nice pixel art! I know, since I do some animating, that making them move is an absolute behemoth of a task to undertake, but if they had some movement, especially if it was in time to the music, they'd really POP and feel like they're there, actively working against the player. It would make them seem more like a part of the game, instead of just waiting at the side.
Also, and this one is easy, having the thought bubble be on the left, closer to the puzzle-area is just a nice quality of life change. It's currently as far from the play area as it can be, and that information is useful to the player.

Other non-specific thoughts you might want to consider:
-Some kind of hierarchy for matching would be nice. Perhaps all Hearts match first, then Gems then Bombs, then Skulls. There does seem to be something about matching order happening behind the scenes, but I haven't figured it out.
-When all bars are filled, a rainbow rem could spawn immediately. Otherwise, I can get a massive combo that does nothing, since I haven't made a brand new match just for the rainbow gem.
-Matching gems of a color when that color's bar is full could cause the girl's attack timing to pause. If the player keeps up the pace, they can keep the girl's attacks at a standstill.
-Having each girl have a pre-battle one-liner, and maybe one on victory and loss instead of You Win! or You Lose! would help to give them more personality.
-You're pretty cool. There's nothing else to say on that one.
-Try making a second control scene with WASD and Enter. As is, my right wrist is sore from all the puzzling. Being able to switch might, literally, save people from getting tendonitis.

I look forward to seeing what comes of your game, Bandi/DanaCrystalis.
 
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Bandi

Newbie
Game Developer
Jun 17, 2017
42
129
Coolio. Constructive criticism:
<snip>
Thanks for the kind words and constructive criticism! Lemme try to address it all in order:
- My options for speeding up gameplay kinda come down to "remove rainbow gems entirely and just use the powerbars to deal damage" or... I'm not quite sure at the moment, heh. The power bars are set at 7 to fill because of the bonuses that Match-4 and Match-5 have, a Match-5 is 7 points (instant fill), Match-4 is 5 points (meaning a 4 and a 3 is a fill), and Match-3 is 3 points (so requires three matches to fill), so it all lines up nicely there.
- it's funny because I *supposedly* have a 5% chance of skull or bomb instead of a gem, but it feels like so much more. Lowering it is definitely on the table. I'm gonna sort it to 3% for each of skull/bomb/heart, then 91% for the rest of the colors.
- I mentioned it earlier, but yeah I didn't balance the secret boss at all, that will definitely be addressed in the next demo update. I am going to weight things to make Heartbreak less likely, life drain less likely.
- Matching 5 rainbow gems for a bonus is an interesting thought, maybe I could make that full heal you or something? I don't reaaaally want it to do extra damage because it would like... skip clothing states on the ten HP girls. I'll consider things!
- animating the girls standing there is 100% a thing I want to do, and I do have methods to do it that... shooooould work, they're just extremely time intensive and I wanted to get gameplay feedback first. :D
- matching hierarchy is something I can look into, see if there's some way to tweak it to be consistent
- I can attempt to solve the Rainbow Gem not dropping mid-combo, that one was being a bit tricky
- stunning the girl with overfills is a neat idea, I'll ponder that! would possibly make things too easy, might make like a stun bar or something that gets filled
- I do have a rudimentary dialogue system I'm not using yet, I was planning on having them chat before/after match and possibly when they do attacks
- Hey thanks! You're cool too. :)
- Adding in WASD/Enter is super easy so I'll include that in the next update. also don't forget a gamepad works!

Thanks for all that, definitely things I can work on! :)
 
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silentndeadly

Newbie
Apr 20, 2019
33
264
- My options for speeding up gameplay kinda come down to "remove rainbow gems entirely and just use the powerbars to deal damage" or... I'm not quite sure at the moment, heh.
Now, it is your game, I won't pester you further. But, I really do think that having both is an entirely valid idea. Every 105 gems matched (roughly three times the amount that would spawn a rainbow gem) dealing 1 damage, or spawning an immediate rainbow gem, would be a nice anti-frustration mechanic.
It would certainly help with situations like needing 1 more trio of pinks and there only being two on the board, so you're matching your heart out looking for another pink to spawn. At least, then, some kind of progress is being made.

- Matching 5 rainbow gems for a bonus is an interesting thought, maybe I could make that full heal you or something?
That would kind of invalidate hearts, as a token. Either the player is maxed out on health near-constantly, is just waiting to take damage at 8 so they can heal back to full without wasting three hearts, or are so close to dead that they're actively working on creating a heal.
Perhaps have that be the stun mechanic, instead. Longer stuns for bigger rainbow combos, complete with a whirling dizzy spiral above her head.

Anyway, all this was just food for thought. Feel free to ignore.
Best of luck on your game. (y)
 
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Bandi

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Game Developer
Jun 17, 2017
42
129
Quick Patch Notes! (available on itch)

Demo 2
  • Added WASD/Enter to control scheme
  • Rainbow Gems no longer are affected by explosions
  • Enemy AI now has weighted chances for moves
  • Chance of Skull/Bomb/Heart gems reduced
I also added some proper CGs for the secret character so that anyone who beats her gets an actual reward. :D
 
  • Yay, update!
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Bandi

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Game Developer
Jun 17, 2017
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so uhhh w10 callin this a trojan.....
not entirely certain why, but it is
Uploader said earlier it depends on where you got it from? If you got it straight from the itch page and it's still reporting as a trojan then I have *no* idea, it's just a Game Maker program.
 

Doomdooom

Member
Mar 1, 2018
127
219
Okay well im sure theres something interesting in here...somewhere...but honestly i dont have the patience to find it, just being honest since i know the dev is in the comments here.

Candy Crush/Tetris/Match game style stuff has been around forever, its a good tried and true game mechanic, no problem with that.

But needing to fill up 5 different colors to an arbitrary 7/7 to spawn a single rainbow block, which you then need to do at least 3 times then match them on screen to do...a single point of damage?

No, im sorry but thats just not good, i played for about 5 minutes before losing the first match to Helena after barely damaging her, then somehow played for almost 10min against Bandi before dying and actually did better against her, but because it takes soooooooo many moves and so much time to deal a single point of damage she just heals back up.

Like i finally got a good RNG streak with the blocks lining up to match 4 or 5 at a time and did like 3 dmg pretty quickly...getting her to 15...then she just heals back up to 18 before i can land another hit.

_____________

So lets break this down with Helena as an example

She has 10 HP, to deal a single point of damage means filling all 5 of the color bars 3 times, (5 x 7) x 3 = 105, so thats 105 matches for one point of damage.

now do that 10 times, or 1050 individual color matches, granted the minimum is 3 to match with a possible 8 maximum so you could theoretically do it in less moves but statistically its not in your favor to get 8 in a row...especially with the fact the enemy has a countdown bar until they make a move against you.

and thats not even getting into Bandi who has twice the health and can heal herself while removing your ability to heal
_____________

Overall i do like the game however frustrating it is, didnt even get to see no tiddy yet...but its a good start just needs some polish/rework

Also i have to ask, is the pixel art inspired by Gaia Online? i used to play that....a long ass time ago...like over a decade now, either way, the character art had similar art/posing and its very nostalgic for me.
 

Smevven

Newbie
Aug 8, 2020
31
18
you really gotta do what you're supposed to to get anywhere. I focused too much on bombing the skulls and it just made her bomb my rainbow gems faster than I could make them. I did win over the first character though.
 

Bandi

Newbie
Game Developer
Jun 17, 2017
42
129
The updated demo should make things a little easier (Bandi won't spam the annoying spells as much, rainbow gems can't be blown up), but it hasn't been uploaded to the thread yet.

(also, a rainbow match isn't a single point of damage, it's 3 points, but yes I get what you're saying, I am pondering ways to make the game easier)
 
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Timiddarkspy

New Member
May 16, 2023
6
7
I have a love hate relationship with the bombs, on one hand I love how you can effectively clear the board to get better patterns, or hearts if you're low on health. On the other hand they blow up the rainbow gems, and drag the game into an intense, but arduous battle.

For a puzzle game this is deceptively fast pace, you really do need to get sliding all over the place to get anything done, and after a few attempts I did eventually beat it. It's hard, but far from impossible. I like it, definitely could use some buffs, but I don't know where to point to that won't make the game too easy...I think the NPC you're battling blowing things up at will is a little too much, you're already at risk at blowing your own rainbow gems without her doing it at a whim, especially given the effort needed to collect them

Overall, great puzzle game, intense, needs some work, but promising start!
 
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Bandi

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Game Developer
Jun 17, 2017
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I have a love hate relationship with the bombs, on one hand I love how you can effectively clear the board to get better patterns, or hearts if you're low on health. On the other hand they blow up the rainbow gems, and drag the game into an intense, but arduous battle.

For a puzzle game this is deceptively fast pace, you really do need to get sliding all over the place to get anything done, and after a few attempts I did eventually beat it. It's hard, but far from impossible. I like it, definitely could use some buffs, but I don't know where to point to that won't make the game too easy...I think the NPC you're battling blowing things up at will is a little too much, you're already at risk at blowing your own rainbow gems without her doing it at a whim, especially given the effort needed to collect them

Overall, great puzzle game, intense, needs some work, but promising start!
Thanks for the kind words! Demo 2 includes that Rainbow Gems can no longer be affected by bombs, so that should help you out immensely.
 

RobAlson244

Newbie
May 14, 2023
54
51
I can't even win the first one. Is there a secret to making hearts appear or am I just getting bad RNG? The closest I got was getting her to 1 HP left.

Edit: I finally beat her. Don't get me wrong, I love these kinds of games but this was way harder than a first battle should have been. The amount of times where I was lining up a row of 3 hearts only for her to transform one of those hearts into a skull was way too often. I look forward to future development of this game but I definitely agree on different difficulty settings.
 
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Bandi

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Game Developer
Jun 17, 2017
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Demo 3

  • Bugfix: Next Move wasn't displaying correctly
  • Moved Thought Bubble and timer to more central location
  • Added shader to full power bars
  • sparkles that hit full bars turn grey and fall to bottom grey bar
  • full grey bar will stun the enemy briefly (5 seconds added to move)
  • temporary CGs added to Tango

the UI is going to get a rework Soon™, which is why the grey bar is kinda crap at the moment, I just wanted it in so people could try it and see how it feels. Also, I know this is dev-bias/anecdotal, but I did in fact beat Bandi myself fair and square, it's possible! She is supposed to be the secret super hard boss, I probably shouldn't have released her so early, hah.
 

kiDRetadoR

Member
May 17, 2020
290
171
DEAR LORD!

My fingers actually hurt from all of the keyboarding! XD. Especially on that secret boss, which I've managed to defeat on my second try I believe.. Golly gosh, that was quite something. I'm going to give some constructive feedback when I'm less mentally tired XD

Actually, pretty interesting premise for this game. No story at the moment, but that kind of Candy Crush-esque style of gameplay hooked me up XD. Nice artwork too, very much like pixel art :D.
 
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1.00 star(s) 1 Vote