The music is amazing :o Did you make it alone? How many time did you spend to make it?
New version is out now. Revised the way the terrain looks, added new followers, new music and many other tweaks and fixes.
Liked the old colors More…
Sorry to hear that. I will most likely to continue to fiddle and tweak the visual appearance of things. It is an iterative process.
Here is a screenshot of the old colour scheme for comparison.
I like the new colors alot more.
Keep up the good work, this game is really unique!
Is it open source, or are you going to try to sell it?
I would try to sell it if I were you.
The yellow on the new version just ruins things for me. Yellow causes great amounts of pain to my eyes with the contrast. Revert it to the old one please.
I like the new colors, but I would go for a more consistent color palette. Don’t go too far away from one color or just accent it.
Cool game overall!
Yes, I’m going to try and sell it at some point I can’t afford to keep working on Copod otherwise. Desura wouldn’t be a bad place to start. I’d love to give steam greenlight a shot in the future, but I need to add more content to Copod until then.
I’m going to add a brightness option in the next version so you can dim the colours a bit. Hopefully that’ll help you out.
Jeez, this is quite a pretty game. I really like the way it looks.
I think you’d do pretty well on desura with this, from what I’ve seen. Good luck.
I like the new version The colors are cool and the stage with the spermatozoid too.
Been a while since I’ve posted (life, distractions and what not). A brand new version of Copod is out now. Now with a bit more polish, features and new sound effects. Of course, it still needs more work, but thats what an alpha is for. Download it here.
Still very nice, the colors are still absolutely ok.
The new features you seem to have implemented are quite funny, but what are these shielded balls you can just move around and how can you get through those shields around …how to call it… swirls? portals?.. ?
I call them whirlpools. The shields go once you kill all enemies inside the area that you are in. I did consider adding a particle effect (a beam joining them together) to makes this connection more obvious. Looks like that is the best way to do things. There are things I need to telegraph to the player too, like when they can use certain powers so they can more easily figure them out. Hopefully these will make it in the next version.
Another new version is out now. Download here
Major changes made since version 0.7.0 alpha:
- Added new beam effect to make connections between enemies and shields more obvious
- Revamped UI to show a powers effects if they are too subtle
- You can’t use powers in situations where they are ineffective. Hints given to what is needed
- Reworked 360 pad controls so you don’t need to hold down the “a” button in order to move
- Made the shooting creatures a little easier to deal with
- In certain circumstances, you can now hold multiple powers of the same type. There is a new power that effects the quantity of powers
- Added 6 new powers, bringing the current total to 21
- Added new cave trap type that can appear in levels
- The size of the Copod now effects more powers
- Slightly reduced the cost of some evolutions
- New enemy that fires a laser
- Follower eggs now spawn with a shield and now need to be dashed into in order to open them
Here is a little preview of the new laser enemy:
Hey, sweet looking game I love it!
Just a side note, you don’t have robots.txt blocked on your site. It’s not a huge problem, I mean hell the Whitehouse page doesn’t block it, but it’s good practice to not let people access that.
Thanks!
As for the robots.txt, doesn’t it need to be public for the web crawlers to see it? It shouldn’t matter anyway, it is automatically made by tumblr since I’m using that for hosting atm.
Also, is there any chance I could get this thread in the featured section?
Version 0.2.9 alpha is out now.
- Added Copod icons for mac osx dock and windows
- Added new enemy creature with an exceedingly long tongue
- Totally new camera transition animation to make it clearer which direction you are travelling in
- Added new sound effects for power usage, gui prompts and laser attacks
- Fixed sleep visual effect from initially being visible at the origin (0, 0, 0)
- Window name on mac now says “Copod” rather than “Game”
Here is a little preview of the new enemy.
Here are the latest changes found in the new Greenlight build.
- Added 10 new variants on existing enemy
- Added feedback when you don’t have enough souls
- Added prompt to make it more obvious that you get a new power for killing enemies
- Fixed a crash caused by dying in the same place as your mate
- Changed use power sfx to differentiate it more from upgrade sfx
- Redesigned some enemies (such as the red dashing one)
Working on the new enemy variations was the hardest change, but it should make the game a lot more interesting.
I’ve also made a new trailer! https://www.youtube.com/watch?v=gTKjRIM23Hs
You can see the new design here.
You can get the latest alpha here http://herebeben.com/copod
And here is my new Greenlight page!
Here are the major changes:
- New shield look
- Each new level now progressively increases in size
- Fixed major crash on launch on for linux
- Fixed 360 controller mappings for linux
- Increased the cost of the health upgrade evolution
- Reduced the cost of the other evolutions
- Sound thread attempts to restart in the event of it crashing (just a precaution to make sound more robust)
- Slightly reduced the chance of souls spawning (since larger levels mean more enemies to farm)
- New 360 controls prompt at the start of a new game if a 360 pad is being used
- New stats page (I’ll be sure to expand on this later, please tell me what you would like to see here)
- New controls help in pause menu for user reference
- New infected damage type. Small chance of enemies being infected.
- Reduced the chance of follower eggs spawning
I also did some interviews for some youtubers. Here is one where I talk about my future ideas for Copod and here is one where I talk about game design in general.
In one of the interviews I talked about adding some sort of ending scene to Copod. I gave it a go this week and what I made didn’t fit. I’m far more content with the simple ending that is currently present in the game.
In the next update, I plan on introducing a cross-run progression system where the game increases in variety and complexity as you play it.