XaiJu
axlegear99
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Sunday Post! - Rusty Seas Alpha

Changing things up this week to bring you something different!  As some of you know, I've been working more or less all month on Rusty Seas, and I thought I'd give you patrons a first look at the alpha build!

It is, admittedly, a little bare bones.  I had to learn a lot of stuff, make a lot of assets, and do lots of trial and error to get this far, but I wanted to make sure what was there was stable and playable.  A proper tutorial/introductory level should be available in a future update - for now, I've put in a page with the controls and some basic instructions.  The current game is set up for an endless/score attack mode.

Things to look forward to when I set aside time for them in the coming months:
- A proper tutorial
- Cutscenes!
- Multiple playable characters, perhaps even more than what's on the title screen
- More enemy types
- Music, once I find a musician I can commission or a soundtrack I can get the rights to.
- Campaign mode
- Bosses

So feel free to download and stress test the alpha, and let me know what you think!

This week's non-game content will be rolled into the next Sunday post, so expect plenty of high-res pics, WIP's, and dinner edits then!

EDIT 3-1-2021:  Did a quick Day 1 (day 2?) update to fix a collision bug that somehow slipped under the radar.  You should be able to redownload, and (hopefully) it should play the same!

Sunday Post! - Rusty Seas Alpha

Comments

Yep! Kammy's ability is still getting nailed down. I wanted to have a charge up throw that launches projectiles at higher speeds, but I already gave her the more subtle but incredibly useful benefit of picking up objects faster and suffering less slowdown for heavy items. Mirig is going to most just a touch slower than Kammy and Nymph, but she will have access to a hip-check ability - I'll need to reach a testing phase to determine if it should merely stun enemies or deal damage to see how it plays into the game's balance. And Abigail, while she'll take the longest to pick up items and suffer the worst slowdowns with heavier loads, will be downright zippy compared to the other characters, and have a faster base move speed than anyone else. I may also implement a short range 'dash' move that renders her invincible for the split second she is moving. There's also the possibility of more characters being added in as bonus content, but I'm like to get our main four down, first!

AyGee

Please ignore that last point I made because it seems I completely glossed over that section of the tutorial lmao. Having now actually played the game properly I got about quadruple the score in the same amount of time. It makes sense since you're basically juggling points and surviving enemies. Since you're going to be adding more characters, will you be giving each of them their own unique gimmick?

sari

Thanks for the feedback! New enemy types will definitely come along as I make the assets for them in later updates. Also, I noticed 37 dimes seems a bit low for such a long play time. Were you throwing some of the junk into the back of the boat while you were playing? That may tie into greater usefulness for Head Toss.

AyGee

Thank you!

AyGee

I just gave it a quick try. Lasted about 3 minutes and got 37 dimes. I think it's alright for a short little arcade game. Could definitely do with some more enemy types but I do like the way the enemies ramp up in danger as you progress. Don't quite get the purpose of the head toss though (aside from the obvious). I get it's a backup in case you run out of things to throw but objects respawn in plentiful amounts that it doesn't really seem like it does much.

sari

Congrats in getting this far!

Sebastian Foxblood


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