Battle Island

Introducing Flowlab’s first (or I hope) dice game! An RPG where you have to fight random enemies that can spawn from anywhere. Every few seconds you get to roll the dice to attack. Here’s the description:
0= SUPER CRITICAL- send out a shock wave that covers a huge area. Does an incredible 30 damage.
1= CRITICAL- send out flaming meteorites all around! Does 10 damage per meteorite.
2= NICE! - send out electric spears in eight directions. Does 15 damage/spear, but doesn’t spread as much as the meteorites.
3-6=normal- send out electric waves in four directions. 10 damage per wave.
7-8=weak- send out a measly little bolt in one direction. 5 damage.
9=flunk- you failed and wasted your turn.

There will (hopefully) be more attacks available soon. But for now, I just started it…
here’s the link: http://flowlab.io/game/view/484705
there’s not much going on yet, but I will add more to it soon.

p.s. i havent worked on the super critical yet, so dont expect to see it right now
the rpg’s in a very basic stage. the only enemy you can encounter right now is the skullfish, in the tutorial. later there will be monster encounter rates, such as
FOREST: 20% encounter rate, occasional
CAVE: 30% encounter rate, occasional
DUNGEON: 70% encounter rate, frequent
CITY: 5% encounter rate, rare
something like that. also more enemies for each stage.
i cant think of a storyline, unless i should just make it a freestyle game until the player becomes too OP (there will be speed and weapons upgrade)

So! Anything I should change? Commentaries? Ideas? Roll 'em all in here, I can take it xD … or I think I can.

@grazer is there any way to move my die to the User Interface layer? I forgot to change layers so it doesn’t always stay in the corner with scroll view.

Maybe he can copy the behaviors to the GUI, because I believe behavior bundles don’t transfer between game layer and GUI. Otherwise, I would have suggested to just drag everything to a behavior bundle.

well I hope he can do it. The whole thing depends on it

Whos he?

grazer

Update: there are 3 different types of enemies, and they pop up randomly at anytime.
SKULLFISH: also used in the tutorial. Description in the game
ZOMBIE: Description in the game
PACMAN: Description in the game

there’s also one particular unnamed enemy, and he is referred as the Intruder. After defeating 3 wild enemies (including the tutorial skullfish), you will have to beat him after a few moments of talking.

Two things, make S or Enter roll the die, (not Spacebar, because a lot of computers can’t press up+left+space at the same time. It’s a very common hardware issue, because companies are very cheap about their keybinding.)
Why? It’s a bit annoying to click and run at the same time. The second suggestion, is to change the die from numbers to dots, like real die, and have a fast animation play where tons of dots alternate, like the dot is randomizing, before it picks a number. Also, I got a lot of PacMans, even though they are supposed to be rare, and never got one zombie. The boss also teleports off screen a lot.

the die one, I’ll change soon. The dots, that’s not the highest priority right now, but I’ll do it later. Pacmen are rare, 1 out of 100 chance per 1 second, and the zombies 2 out of 100. Maybe it’s just your luck :stuck_out_tongue: the boss teleports off screen, yes. I’ll change that immediately. I made an error

but for some reason, Pacmen don’t appear when I play… the notice says it will, but doesn’t…

@“Mhx Ar” the die now rolls when you press enter, and the boss will not, or should not, be going off-screen.
The change from numbers to dots on the die will not happen anytime soon, but it will be modified later.
The same goes for the dice rolling animation.
Please alert me if you have any more issues. (wait, why am I writing like this?)
Oh, well, anyways… thanks for the suggestions! :smiley:

Well having it be Enter doesn’t help too much, since Enter is right above the arrow keys, but anyway, sometimes the player walks upsidedown. Not sure if that is intended.

absolutely not. its not a glitch, but the results are because of the rotation caused by meteorite attacks. the normal and spear attacks have the same consequences from time to time, but i’m working on it.
okay, ill switch rolling key to S in about sixteen hours… its time to sleep and ive school tomorrow…
but during that time, if you want test it by editing my game to see if S really works for you, so i can solve the problem once and for all.

S works fine. It’s across the keyboard, and doesn’t interfere with the directional keys. Even Shift, Alt or Ctrl is fine.

Ok, changed to S

@grazer by any chance, are you able to move the die to the user interface section?

hello?

He’s not online all the time. He has a job and a family, outside of Flowlab. This is like his professional hobby project. You can email him if it’s really important, but he will check up on the forums when he has some free time.