

Gosh, it was also terrifying just putting the game out there for people to play.
Stencyl happy jump man free#
But hey, it's like having free play testers! Oh yeah, it was both terrifying and extremely helpful to learn about a host of bugs I didn't even know about. Got lots of positive feedback, criticism, and people experiencing bugs, lol.

Lots of people would stop by and watch the game being played, and a good number of them would stick around to try it themselves.


Reception was fantastic! We rarely had a moment when someone wasn't playing the game. Great location too, it was about in the middle of the expo hall and in front of a lot of foot traffic. I won't lie, it cost us a pretty penny to buy all the equipment we needed (and we only had one computer/monitor set up, most people had two!) but we had a beautiful booth. It's pretty close by where I live, so it wasn't too difficult to drive there with all the supplies we needed. So we're back from MAGFest! It was an amazing experience and I'd totally recommend applying to showcase at it or cons like it if you've got the funds and some helping hands. That's what I get for not posting here in a while! This is an NPC! His name is Bobby! I'm currently writing some fun dialogue for him an another couple characters who will be in the game's first area.Īnd finally here's a rat enemy who will pick up coins if you let him! You can get them back by grappling him and launching off, I'll have to make a separate gif to show that off though.Īlso I wanted to let you guys know that Haymakers is going to be at the MAGFest Indie Game Showcase in January! It's my first time doing something like that, so I'm pretty excited and nervous! I'll let you know how it goes! I've got other stuff to show off in the game too, but I'll try to space it out. Here's a cloud area, I was very excited to do this one: She can hit them into blocks to break them! Those things she's hitting will have spikes so it's clear they're not something you can grapple onto, like with other stuff in this game. Here's another way I thought of her to use her pitchfork: Thanks for the comments on that! The main character's animations are also much clearer, before it wasn't quite getting across with the gameplay that she was latching onto stuff by grabbing on with a pitchfork. One major thing I've corrected is areas where the collision wasn't too clear. I've been hard at work on the game since the last time I posted here. Here's hoping!įeel free to leave criticism if you have any, and thanks for being an awesome community! I haven't posted much up to now but I've been following some journals and I consult old threads for help constantly. I'm planning (perhaps a bit too optimistically considering how unexpected developments always pop up in gamedev) of finishing the game around this time next year. My current game plan: getting a demo of the first area out in October. I have some really talented friends doing the art you can find their twitters listed on the game's twitter. Now that the game's in a state where I feel comfortable sharing it, I'll try to keep this thread updated with major developments! You can also follow development on twitter if you like. You can run fast too after you've launched off something! Here's a video I recorded today of the first two levels:īreaking some blocks by launching into them! This can be used for reaching places, ricocheting off walls, breaking blocks, and more! I've got some cool ideas for future mechanics as well as expanding on this one. It's a platformer where the focus is grappling onto objects and enemies and launching off of them. It's something I've always dreamed of making, and I'm so grateful for Stencyl for having such an awesome and intuitive workflow that made it feel possible! Hi all! This is a project I've been working towards getting up and running for a couple years while I learned Stencyl/game development in general.
