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76 submissions
Impossible Arena
by draco18s
Game Designer
16 years ago
Behold! My latest flash creation.
Sort of. I don't have all the art yet, and its a simplified version of what I'm really working on, but its playable!
And youguinea pigs guys are the first to have fun with it.
Controls:
A - shield
B - sword
I - inventory/pause
arrows - move
======================================================
Random blatherings you may or may not care about:
There are 6 monsters and 15 items (16 including the healing potion) and I want to know how the balance is. I haven't managed to survive all the way to the end of the items yet. X3 Though I did just now re-adjust their spawn rate and order.
This version of the game--that is, as an arena as opposed to the dungeon delver, which is a longer term project--I plan on submitting for a contest next month, so I want to know how people think it plays. I've got a few more monster ideas bouncing around in my head, though I don't have art for them yet. What I have ready for next month will entirely depend on my artist!
Hopefully though, as it is right now (well, with a complete set of monster facing directions and full player facings/poses, which I should be getting soon) it'll be sufficient for the contest.
I would certainly consider minor alterations to the enemy AI if anyone cares to suggest some. Mostly I've been doing "whatever is easiest" though they were originally designed for a dungeon labyrinth wall layout (which is why slimes don't move diagonally or why the wizards don't seem dangerous). Mind, every monster should be avoidable, so no "wizard teleports to the player and fireballs them" suggestions.
Sort of. I don't have all the art yet, and its a simplified version of what I'm really working on, but its playable!
And you
Controls:
A - shield
B - sword
I - inventory/pause
arrows - move
======================================================
Random blatherings you may or may not care about:
There are 6 monsters and 15 items (16 including the healing potion) and I want to know how the balance is. I haven't managed to survive all the way to the end of the items yet. X3 Though I did just now re-adjust their spawn rate and order.
This version of the game--that is, as an arena as opposed to the dungeon delver, which is a longer term project--I plan on submitting for a contest next month, so I want to know how people think it plays. I've got a few more monster ideas bouncing around in my head, though I don't have art for them yet. What I have ready for next month will entirely depend on my artist!
Hopefully though, as it is right now (well, with a complete set of monster facing directions and full player facings/poses, which I should be getting soon) it'll be sufficient for the contest.
I would certainly consider minor alterations to the enemy AI if anyone cares to suggest some. Mostly I've been doing "whatever is easiest" though they were originally designed for a dungeon labyrinth wall layout (which is why slimes don't move diagonally or why the wizards don't seem dangerous). Mind, every monster should be avoidable, so no "wizard teleports to the player and fireballs them" suggestions.
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Comments
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Favorites
General
Rating
Category
Sub-Category
Species
Resolution
File Size
Flash
Fantasy
Unspecified / Any
576 x 464
263.7 kB
FA+

I've also only got one frame for the player (its actually hiding the temp graphic I produced for the four states (stand, block, ready, swing) which shows through just slightly).
Thanks though!
(Dangit, forgot to reply to.....)
(ended up thinking the amulet would use potions if I had any left instead of lives, but I don't remember the wording ^_^;)
so far the only thing that really seems unbalanced, are the knights. you do only about 2 or 3 damage to them when they first appear, and once I was finally able to do 5, it still took 8 swings per knight. I mean, they can still work as they are, but when they first show up at least, they shouldn't be having 2 spawn per wave.
There were far too many on the screen at once xD
not sure what level I was when I died. I know I was at least higher then 15, with one potion left, and I don't think I even looked at my score since level 6
If it killed them in fewer swings you'd never be able to lose, as the game had no way of ramping up to be more difficult.
And yeah, the amulete should use a health potion instead of a life.
Anyway, I found a couple bugs after my last post.
If you end up getting game over, start a new game again, and let yourself die once. instead of going from 1 extra life to 0, you go from 1 to 2. from there, it will go down like normal, but this means you pretty much have double the lives you normally would.
The 10 blocks you get with your shield don't come back after a game over, and only come back if you refresh the page.
And it doesn't seem to take away any potions you have left when you get game over.
At some point when trying to start again after a game over while testing, it spawned me down on top of where your score is listed, so I was trapped. but I haven't been able to recreate that bug so far.
This is an old project, a semi-convert of another old project, that I wish I'd finish, but it's in awful, awful AS2.
I'm terrible at plot though, so my games tend to be pretty shallow. ^..^;
I am deep by nature, but as you know that last time I suffered for it, jajajajajaja ^::^, hugs