Recent posts by ploo98 on Kongregate

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Topic: Game Programming / GiTD [#52] Voting

Keeping it short and sweet here.

1. Invasion Escape – Seems the most polished out of the rest, but is very laggy if you hit multiple structures… Which I like to do! :/

2. Outbreak City – Honestly got here because I like my tower defence games, but it could use some sound, and more explanation on level ups/explosions (from zombies) and other things.

Great job on the games, really! I would’ve liked to do one myself but I couldn’t find a great idea, plus I was pretty much busy the ten days anyways. I’m looking forward to the next one!

 
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Topic: Realm Grinder / Realm Grinder: Secrets of the Underworld [Full Patch Notes]

Bug, the faceless bloodline does not effect the druid bloodline. (Idk if this was said or not.)

 
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Topic: Game Programming / GiTD [#52] Entries and Discussion

Honestly I want to enter in this, but I just have no idea what to do! I’m not good with city ideas xD

 
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Topic: Game Programming / GiTD [#52] Theme Selection

Noun: Colors
Mechanic: Combo

 
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Topic: Game Programming / GiTD [#51] Voting

Thank you guys! But more importantly I’m glad you liked the game!
Thanks for feed back on bugs/improvements, I’m currently working on a quick update for most of the feedback ideas. I originally planned to have a leader board for the game, but it appears to not have been implemented correctly. I’ll add that too, and if you wish to submit your scores don’t worry, all you need to do is beat any level and they will be submitted. Hope to see all your scores and see how far people got in it!
Like dave said, I only joined from #50 contest so it doesn’t feel stale to me, but it’s totally your choice whether to take a break or not.

 
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Topic: Game Programming / GiTD [#51] Voting

Originally posted by dragon_of_celts:
Originally posted by ploo98:

Believe it or not, the key radius was even smaller when I was making the game, I recently made it 50% bigger just before posting the game. I didn’t want people complaining about the key&door, but it looks like it was still too small.

Just to be clear, I’m not complaining about the key radius, I’m complaining about how it sometimes, but not always, moves around. Bumping against a door while the key is behind you might be okay if it was constantly rotating so that you just had to wait a moment for it to connect to the door, but having to move around to try to “jiggle” it into the correct orientation is annoying, particularly when you’re also trying to avoid water or snow and have a limited amount of time in which to accomplish it.

You could have it constantly rotate around the player or (even better) always be in front of the player, whichever direction they are moving. Barring that, putting the key directly under the player would also work (no rotating at all — I mean “under” in the z/depth direction, not the y direction), I think, as the key should be large enough that the player could open the door regardless of their travel direction.

Ohh, I see what you mean. Having to move around next to the door because the key isn’t ‘connecting’ with it. Yeah, I made the key radius bigger so you wouldn’t have to jiggle it around as much but… that didn’t work out. I’ll probably do what you said, make the key spin around or make it face the direction you’re moving.

 
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Topic: Game Programming / GiTD [#51] Voting

Sorry for the big post, but I wanted to comment on everyone that gave feedback.

Originally posted by Shay9999:
I only got through a few levels before I was ‘burnt out’. I just didn’t have enough ‘fuel’ to keep me ‘heated’. In all seriousness, it was great! You did an excellent job! Level progression goes from easy to hard really fast, but I’m more of a casual gamer so I’m not a good judge.

I guess I got ‘fired’ up on some of the levels and made them too ‘hot’…. yeah… I’m not good with puns lol. But I guess I did get carried away with some levels, I’ll think about toning down some of the earlier levels to keep the curve lower. Glad you enjoyed what you played!

Originally posted by dragon_of_celts:
Although the keys behaviour is infuriating (it would be better if it either stayed in the direction you are moving or constantly circled round), I like the concept and (for the most part) the game play. Not sure if I’m missing something, but I played level 16, and never found the relic, despite having burned all of the visible grass. There didn’t seem to be anywhere else it could be (although there were green patches at the tops of the tall columns, they were at the very top of the screen, so anything that may have been on them I wouldn’t have been able to reach).


Believe it or not, the key radius was even smaller when I was making the game, I recently made it 50% bigger just before posting the game. I didn’t want people complaining about the key&door, but it looks like it was still too small. Sorry about that :( . Don’t worry there was no grass on the tops of those green patches, but I’m unsure why you didn’t get the relic. I made the formula so if there was 1 piece of grass it would 100% give the relic, but in theory (with my formula) if you were to hit the last 2 grass at the ~exact same time it’ll trigger a 25% chance of nothing. I’m not 100% sure, but thanks for bringing it up. It hasn’t happened to me yet so I wouldn’t know. I’ll look into it and try to fix it (after the contest of course).

Originally posted by AMD_Paulius_J:
I liked the atmosphere in higher levels, also upgrades and weather conditions made game much more interesting, I enjoyed this game. I see that you put a lot of effort to it, well done!


Thank you! Most of the time went into the weather details, to make it feel better. I originally had no upgrades, but I felt most players would leave as the difficulty curve increased, so I added it in to add a feeling of progression and so players could get more stats if a level were just too hard for them. Glad you enjoyed it! :D
Originally posted by Marvin_MKII:
A really solid entry with a “complete”; feel to it. Well done. Would be nice to see the requirements for achievements, so I know what to aim for.

Sorry about the achievement requirements, it was a last minute thing… well… more like a last day thing. With time running out I decided to just keep them hidden, but I’ll tell you that each achievement does correlate with each level, ie. level 2 is very dark, so do something that involves the torches.

Originally posted by Halysia:
(best use of theme imo)


I figured that many of the entries would be point and click, so I tried to do something else to make it unique. Glad you thought it was the best use! :)
Originally posted by JohannasGarden:
Relics of the Ancient Flame I only have done a couple of levels. Some things are a bit confusing, especially at first, and you need more ‘tutorial’ or ‘instruction’ type messages in the game and the game description, I think (after the contest is over, of course). But, this is really, really good. I’m quite impressed so far with how much this feels like a game that needs polish rather that the beginnings of a game idea that has potential for further development. Your hard work shows on this. I haven’t played them all, but really impressed with the quality of this.

Ugg, looks like I made the same mistake as in my other game, a not good enough tutorial. I guess I’ll put more time into one. It’s just I tried to make them simple and fast, because I hate spoonfed tutorials which make you read long texts and forces you to do things till they are over. But I’ll definitely redo the tutorial after the contest, by the looks of the current rating, I’m guessing most quit on level 1 due to not knowing 100% what to do.
Originally posted by saybox:
Relic – I didn’t find this very compelling as is, but with more time spent on level design and polish I think it would be much better.

Most of the time went into the different weathers to make them unique compared to others, and to make the atmosphere feel more realistic. I could’ve added more to level design but I wouldn’t have had time to add the upgrades or achievements then. Thanks for the feedback though!


1st: Mr.Bob’s Mysterious Case Of His Missing Wellingtons – Short and sweet. Always nice to play them :)
2nd: They’ll Find Us – Glad you overcame your sickness! Good job on the game too, though I was a little confused at first about the shapes.
 
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Topic: Game Programming / GiTD [#51] Entries and Discussion

Here is my entry as well, Good luck peeps! The game is quite simple, but can be addicting ;)
http://www.kongregate.com/games/ploo98/relics-of-the-ancient-flame

 
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Topic: Game Programming / GiTD [#51] Entries and Discussion

Well, I think I’m all done polishing. I fixed a few bugs here and there, and I made the sounds feel better. (some were rather annoying lol) I just got done working on my title screen picture so I decided to post it here to get some people excited for it, I guess. I’ll post the game probably tomorrow. Hope to see your guy’s creations and play em!

 
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Topic: Game Programming / GiTD [#51] Entries and Discussion

I finished my game. Man, I put so many hours into it! Everyone time when I came home from work, I got straight back into developing it lol. Guess I finished it a little early too… Oh well, gives me time to find left over bugs and polish the game up. I wanna see everyone else’s progress as well! :)

 
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Topic: Game Programming / GiTD [#51] Entries and Discussion

It seems we are coming up on the halfway mark. Only around 5 days left. My progress is going great atm! I am half done with my levels, and finished my upgrades for the game. I still find some bugs here and there, but overall good. Plan on making 20 levels, though most can be beaten in less than a minute.
http://imgur.com/BVCbYu1

Anyone else feel like posting their progress? I mean, this is a discussion thread ;)

 
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Topic: Game Programming / GiTD [#51] Entries and Discussion

So I cooked some artwork up for a simple outline of the game I am going to do. I just wanted to make sure that this fits the theme/mechanic enough to be okay.
http://imgur.com/VCFvyB6
So basically, you’re this fire spirit and you must go around destroying objects to look for the relic. The weather, (sunny in picture) will determine what buffs/nerfs you get for the level. Also the music for the game is going to be ambiance of what the weather is.

 
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Topic: Game Programming / GiTD [#51] Entries and Discussion

This is a rather weird theme, with it being hard to come up with something that is good and original. But I think I have an idea in mind.

 
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Topic: Game Programming / GiTD [#51] Theme Selection

Cool! didn’t know we get a part in picking the theme. Well… suggesting it at least. Looking forward to the next GiTD!
Mechanic: Combo
Noun: Existence

 
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Topic: Game Programming / GiTD [#50] Voting

Yeah, same thing happend to my Pressure Between Lasers. If it doesn’t fix itself soon, would it be okay to re upload?

 
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Topic: Game Programming / GiTD [#50] Entries and Discussion

Wow, this is the first game i’m publishing! Lol, sometimes it just takes a contest for motivation. Well here’s the link for it.
My other post is on page 2. but i’ll restate them here. I did…
[mouse only] [pressure] [particles] [retro-arcade]
http://www.kongregate.com/games/ploo98/pressure-between-lasers

 
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Topic: Game Programming / GiTD [#50] Entries and Discussion

I’m not 100% sure if i’ll do this or not, but if I do, It’s going to be
Mouse only GiTD [#2]
retro arcade GiTD [#5]
pressure GiTD [#37]
Particles GiTD [#12]

 
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Topic: Sandbox Hero / Feature Requests (not multiplayer)

I really like this game and it has so much more potential than it is getting atm. I’m going to list some very simple but effective features that will add a lot more different possibilities then there is now.
{-} non-collision blocks (with a darker tint), so you can fill in areas like caves/houses/ect. (Right click to place instead of left click)
{-} invisible collision block to change music mid-play. (for longer maps, also to set the mode for harder parts)
{-} keys, collecting them will add a counter in the top right corner which will then minus one when bumping into a locked door or other locked things opening them.
{-} push-able block, new block that can move when bumping the sides, doesn’t need any fancy animation could just teleport 1 block over.
{-} more stats and stuff for map devs. Like a description of the map before joining, or a % of people who got to checkpoint x. Just more stuff for people who like stats and want to see how far people are getting in the map before quitting, so they can improve the areas.
{-} Type-able text which people can always see. (other than signs/people)
{-} Just more decor tiles, you can never have enough of them.
I hope to see this game revived one day, as it was so very fun to play. (Still is!)

 
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Topic: Realm Grinder / Idea for possible future (major) updates

As the idea is pretty good, it wouldn’t matter. With the current system the mercenary guild can just pick the improved form of upgrades and just be better than before. We would need new factions, ones with lots of weaker upgrades (like instead of 9 total faction upgrades they could have 18 total, 6 per faction upgrade.) so mercenary guild couldn’t just pick the new better faction upgrades and render the new factions useless. (maybe 1 or 2 could be good so there could be new strads for mercenary) Maybe there could be two new factions, one chaos and one justice and they will be new alignments, with their descriptions including “While their upgrades may be weaker than other alignments, they work with more upgrades than the rest could ever have dreamed of.” The new chaos faction could be called “Shadows” . The new justice faction could be called “Divined”

Divined basic play_

The Divined would have a lot of conditioned upgrades (like spells currently on generate extra boosts, or if clicking gains is less than 10% you gain extra boosts), because the justice alignment follow the rules of law.

Divined spell “Ruled Order” – Depending of click gains % you would gain a boost. If 50% or less, Clicking reward is boosted based on how many of the conditioned upgrades are active (out of lets say 10 of the 15 are conditioned upgrades, with 10 being a 50,000% boost). If 50% or greater, then the spell would grant additional faction coin output and seconds of collected coins (with 10 being a x10 faction coin output with an initial 60 seconds of total coin production collected)

Shadow basic play_

The Shadow would be a huge idle faction with active play hindering their production. (The complete opposite of justice) Like an upgrade would be +X% of gains (scales off something), but when you become active half the X% would hinder your production till you become idle once again.

Shadow’s spell “False Image” – Instantly become idle again, and retain this idle for 30 seconds no matter what. All building mulitplier/upgrade costs/Faction coin multiplier are reduced till this False Image is gone. (This would work well with drow bloodline too)

But yeah, mercenay’s faction would just copy the new upgrades from the evolved factions and would pretty much render them useless, as mercenary gets 4 upgrades per Tier rather than 3. The suggestion I gave would make it pretty hard for the mercenary to feed off them, because of the 6 upgrades per tier.

 
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Topic: Realm Grinder / [Suggestions]

With all these updates, I think a few upgrades need rebalancing or changed. I’ll name a few. (These are my opinion, by all means if they are fine the way they are, ignore these suggestions)

A change on angelic determination. The spell seems non-early game friendly (takes too long to be good) and is overall not useful, even for merc builds with high mana regen. I suggest a change like the elf’s change on their spell. Make it start at+2% per spell with slight diminishing returns. Then after X% of increase, give it big diminishing returns. All I’m saying is boost early gain then diminish late gain.

Fool’s Gold needs to be reworked now as it is voided by the new goblin spell. I suggest changing the name to ‘Mischievous Currency’ and change the upgrade to, based on witch conclaves increases the Goblin’s Greed spell output by x%. (25% per 100 with dimishing returns)

Lets be honest… Cheap materials only gets you about 2-3 buildings then the price is about the same as before. I suggest renaming it to Cheap Materials for Cheap Buildings, and instead have it reduce the multiplier for Slave pens/Orcish Arenas/Witch Conclaves, as all these buildings benefit the goblin’s upgrades but won’t help out much with merc builds. (intended for early game)

Underworld tyranny, simple why not reduce the gains and have it persist through reincarnates like Hivemind. OR boost scaling and keep it the same. Upgrade right now is a kinda useless as there are many other choices for merc builds and you don’t stay in the drow/dwarf tier long enough for it to be effective.

Deep memory, the upgrade itself is good but needs tweeking. In 5 days the upgrade gives about a 1500% boost, which doesn’t give much of an advantage when many other choices give more. Not only that but in 5 days you can go through Reincarnation(s). Maybe a slight boost in gains? I like the upgrade, just see no need in waiting for a boost I can get faster for not waiting in the long run.

Mana addicts, the upgrade’s idea is awesome, but there is no need for it when you Reincarnate or do Merc builds. How about add a +1 base mana regen to the scaling boost? or changing it to a % boost to help it scale with more mana regen. Idk, but the boost atm is too low.

Plagued Buildings / Epidemic Buildings, I know this was suggested many times to change, but it has too. Undead is just too weak for early game and the change won’t affect merc builds to much. Either A. Combine the two and add a new upgrade, it could be Trained Undead. Gives a 1% increase to Necropolis per Orcish Arena, or B. Have one be 4% an hour for this game session and the other 1% per hour for all game sessions. Make the two Multiplicative. Time sessions are fixed now (if you try changing the clock it won’t work) and when you Reincarnate it’ll reset the 1% boost, so it won’t be too over powered.

Bearded Assistants, have to say it is an unique upgrade but doesn’t really match with dwarf’s style of play. Also doesn’t help the diamond pick skill at all since it is based on clicking reward. Also takes too long for it to be good, but dwarf’s style of play is more rush than idling. Maybe add a base amount of percent with the scaling to benefit short play, but also benefit long play with the scaling. Maybe just change it to assistant’s beard boost Clicking reward over time instead, as it will at least help with diamond pickaxe skill and help if someone were to pick elves. (It’s a slight change but will go more with dwarfs style) Or maybe change the name to Bearded Master and have the amount of assistants effect how fast the beard grows and have the beard boost the assistant production AND Clicking reward. (would have lower boosts than before to keep it balanced)
_______________________________________________________________________
Bonus: I see all the constant boosts get no likes in merc builds. Maybe add a little boost to them depending on their faction?

Overwatch , have beard length increase the 600% (by slight amounts)
Abominations, have brainwave increase the boost by a tenth of the production boost of brainwave. (up to 350% boost per spell)
Green Finger Discount, have Goblin’s greed lower the time it takes to next generation by 10 seconds.
Shadow Advance, have trophies or time spent in session increase the 300% (by slight amounts)
Charged Clicks, if boost is 890%+ then boost also effects faction coin Click output.
Charged Structures, every digit of faction coins earned will increase the 250% by an additional 10%. (1 million will be 70%)

 
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Topic: Realm Grinder / [Minor Feature Requests]

A change on angelic determination. The spell seems non-early game friendly (takes too long to be good) and is overall not useful, even for merc builds with high mana regen. I suggest a change like the elf’s change on their spell. Make it start at+2% per spell with slight diminishing returns. Then after X% of increase, give it huge diminishing returns. All I’m saying is boost early gain then diminish late gain.

 
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Topic: Idle Online Universe: Guild Recruitment / Plootonians Guild Lv100+

After when I first started the guild and was full of many players (around 20-30’s), they just all failed to log back in. And I was left with a Ghost Guild. Kinda funny how the day’s since last login is way off. (One of them said last on 1230 days ago) But anyways, I wish to re-recruit the Guild again, as I pretty much just invested in the buildings my self from then on.

Going to be honest here, not much bonuses since it was just myself investing from lvs 2+ on, for the buildings. Idk if you’re an idler or active just try to be on at least once a week.

Level’s of Buildings_____

- Guild Hall Lv3
- Fortress Lv3
- Alter Lv3
- Stable Lv5
- Warehouse Lv4

Just Search Plootonians in the Guild tab.

I’m Level 142 atm, and would love to see some new members. Thanks!

 
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Topic: Realm Grinder / New Update is Out [Full Patch Notes Here]

simple text error in one of the upgrades. (magical treasure) Example it says | Average (15.15%) rather than an Average (15.15 mana/sec). Because when you scroll over the assistant it says, your magical treasure produces 15 mana/sec. So yeah, it’s just a % in the spot of a mana/sec.

 
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Topic: Realm Grinder / New Update is Out [Full Patch Notes Here]

The Drow heritage does not add to the upgrades bought.

Edit: Nvm, I didn’t notice I forgot to get the underworld upgrade. (was doing the lighting strike to get the heritages to get the 100 upgrades)

 
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Topic: Realm Grinder / Hard Limits?

While I know this seems like a huge leap that will probably never be reached (hope not), just wanted to share this to you guys. If we do reach this (like in cash or gem requirement for reincarnation),and what will happen? All this will probably never happen, but it’s cool to talk about it, and with updates multiplying Cash & Gems by 1,000’s to 1,000,000’s compared to before, it could be coming. Also just left the game on all night… so I have no idea when it went NAN cash to buy a building.

http://oi57.tinypic.com/1zmides.jpg

Darn only need about Infinity more cash to get that 1 more building :P