Feast for Worms

Currently In Development

A Long Time Since I Last Updated...

And many, many things have happened since then.

The first level is complete. Arachne, the first level's boss, still has some minor tweaks, but aside from that there's not much left to do with the first level. So this is obviously an exciting milestone.

Speaking of milestones, Twitter has been especially kind to me lately. Over 1200 followers now! That's a HUGE spike since I last updated, and it keeps growing exponentially. It's humbling to have so many people take interest in my game, and I can't wait to share my progress with everyone as I keep working.

Two new characters have been added to the game. Flynn and Terra. I will update the Media page (which I've been meaning to do for months now) and post pictures/gifs of them. A lot of work has gone into making sure they are balanced yet exciting to play. They play similar enough to Scarlett yet have their own unique attacks to make the gameplay feel fresh :D

The controls have been refined even more since I last posted. Mouse and keyboard controls have really, really opened up the gameplay. A simple control scheme change and everything has taken an entirely new direction. This is precisely what the game needed, and it's all thanks to my early alpha testers giving me excellent, thoughtful feedback.

Sound design has also been a major focus. Unfortunately it's not easy to post updates for sound design until it's implemented completely, so that's a big reason why I haven't posted any updates on here. That, and laziness :\

Things are steadily progressing and I'm gaining more and more confidence with sprite design, coding, and sound design every day. I started with minimal knowledge in game production, and I feel like I'm learning something new every step of the way.

I'll try to keep this updated more frequently, and hopefully I'll have some exciting new things to post here soon.

Thank you all for following, and keep posted on Twitter @FeastForWorms for daily updates :D

300 Followers!!! And Boy, Have I Been Busy...

Reached another milestone today on Twitter! 300 Followers now :D This is a huge step in my eyes, since I'm an unknown indie dev hobbyist just making a game for fun, and random people I've never met have taken a liking to my project. It really keeps me motivated :)

And wow, I've been busy. Working on the game and otherwise. A lot in the game has changed since my last blog post, and many things will continue to evolve, I'm sure.

The biggest feedback I gathered from releasing that short demo was the combat. Bats were too annoying. Character moved too slow. Attacks were too horizontal. The difficulty curve was way too steep. The game was a bit laggy.

And these were all excellent points. Each of which I've tried to address in a certain way.

Combat is no longer linear. Risk of Rain was and still is a huge inspiration for the game, and far too much of the game was similar to have it stand on its own. One of the big departures from my initial game ideas/mechanics is now the mouse directional primary attack.

No longer are all of the attacks on a horizontal plane. The primary attack can easily fend off those pesky bats and it really spices up the combat. It makes it more situational; instead of attacking each enemy that heads in your direction horizontally, you can now jump above them and shoot, teleport behind them and attack, attack while moving and shoot backwards... It really, really adds some much needed depth to the combat.

The character movement speed hasn't been altered, but the enemy movement speeds have. Also, with the mouse primary attack, you can run and shoot and it makes it less of a stop-and-shoot game... which was a big problem I was actually trying to correct even before this change.

This also makes the game seem less difficult. All of the enemy attacks still deal the same damage, and your character deals the same damage as well. However, it really helps to be able to evade and still keep shooting. It makes the game seem much less grindy, allowing you to traverse and move around the level much quicker.

So yeah, a lot's been changing. Soon work will begin on the second level, many new different enemies, new power ups... etc etc etc. Life sometimes gets in the way, with the holidays and birthdays and such, but it really has changed a lot over even a few weeks.

Keep following my progress, and I'll keep you updated here and on Twitter!

OH! And new site additions will be coming soon. Media page will actually be updated momentarily. :D

Pre-Alpha v0.0.5

So for those who may have stumbled across my post on the YoYoGames forums, I quietly released a pre-alpha demo of the game in the last 24 hours.

The link is currently removed because I decided to fix several things before I upload v0.0.6 and I got a lot of good feedback from a few people regarding the initial pre-alpha.

Change Log for Pre-Alpha v0.0.6 - 

  • Adjusted spawner code to be level specific.
    • Level 1 spawns skeletons, bats, and slugs with a 30% chance of two spawning together. 
    • Level 2 spawns all three above plus the mini spiders with a 60% chance of spawning two together.
    • Level 4 spawns all listed above plus wraiths now spawn. Even chances of 1, 2, or 3 enemies spawning at once.
  • Slugs now attack 50% slower which makes them easier to kill.
  • Wraiths now have a move speed of 50% when attacking allowing them to follow the player while attacking.
  • Created an object deactivation controller that forces all objects outside of the players view to become inactive to help with memory overload.
  • Fixed a bug caused by the deactivation controller that caused enemies to get stuck in walls outside of the player's view.
  • Fixed a bug that caused wraiths to get stuck in floor tiles.
  • GUI is now fixed and no longer follows the player.
  • Adjusted smooth camera code to be, well, smoother.
  • Fixed a bug where the blue fairy companion would collect XP at 5x its value.
  • Fixed a bug where large silver coins would spawn even if you hadn't collected the proper power up.
  • Fixed a bug that caused the Boss's health bar to be drawn improperly.
  • Reduced wraith movement speed by 20%.

SO! A lot was accomplished over the past few days. I will keep working and the link to the download will be unavailable until I'm comfortable releasing it again. I want to make sure low end PC's or laptops with minimal graphics options can run the game. It was nearly unplayable on my laptop. So now I have two projects I'm working on.

I'm getting in over my head :D