Exilian

Exilian Projects => Computer Game Development - The Indie Alley => Bigosaur => Topic started by: bigosaur on March 16, 2016, 05:28:40 PM

Title: Son of a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 16, 2016, 05:28:40 PM
(http://bigosaur.com//blog/images/witch-0002-forest-room.png)

In the past 7 months I have been planning a new game to make. It will be a multiplayer action brawler like Castle Crashers with cartoony graphics. The main problem I have with CC is that once you complete it, there's no incentive to play more. So, I decided to combine the brawler mechanics with roguelike elements: permadeath, procedural generation of levels, items, enemies, etc. and non-modal gameplay (esp. imporant if you have 4 players playing).

I have most of the concepts on paper and spreadsheets and some 60% of the graphics is ready (still need to work on animations and special effects a lot). Current plan includes: 12 heroes, 44 monsters, 16 bosses and 6 different environments (forest, battlements, castle, dungeon, catacombs and a special ice level). Additionally, 50+ different weapons and items will be available to loot and use for the first version, and more planned later.

There will be 3 distinct play styles available, focusing on melee, ranged or magic combat. The player's starting class would determine the proficiency (i.e. base damage and effect modifiers) but the player can upgrade during the game and become multi-class if desired (and RNG does not get in the way). Melee combat is going to work similar to Castle Crashers with additional "rage" mechanics, which is a meter that fills up and you can use a special attack then.

The levels will be laid out like rooms in the Binding of Isaac with boss fight at the end of each level. The mana system and magic items will work like batteries in Isaac (i.e. you need to complete a couple of rooms before reusing the special magic) and the regular magic users can constantly shoot various weak projectiles similar to tears in Isaac.

I plan to post my progress every day, so stay tuned :)

Latest cool .gif:

(http://bigosaur.com/blog/images/witch-0017-magic-backwalk.gif)

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 16, 2016, 05:29:21 PM
The Story

(http://bigosaur.com/blog/images/witch-0004-logo.png)

You mom is a witch. Together with your brother, the three of you live in a forest. One day, the king's soldiers show up at your home and take her away without any explanation. As a player, you can choose one (or both in co-op) of her sons to go on a rescue mission. One of the sons is a young sorcerer and the other one is a warrior.

In the meantime, someone has stolen a powerful ancient artifact from the goblins who live in the nearby forest. Angry goblin patrols are searching the forest for the thief.

You need to avoid or fight the goblins to reach the castle, and then find a way to get inside. On your adventure, you can rescue or recruit other heroes to help you on your quest. (up to 4 players will be able to play in co-op mode, with 12 different playable characters).

Once inside the castle, you try to reach the dungeon hoping that the mom is locked up and alive. Meanwhile, the goblins track the thief to the king's castle gate, and they demand their artifact back. The king soldiers cannot find the thief and aren't able to produce the artifact. The goblins demand to come inside and find it themselves, but the king refuses. The goblin siege begins and soon they manage to break down the defenses and come inside... now you need to fight both the goblins and the guards. They fight against each other too.

But the real reason why your mother was taken away remains a mystery until you find her...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 16, 2016, 05:30:02 PM
Add a bunch of goblins and the action becomes intense. I have improved the AI, so now they don't walk over each other anymore. They are trying to surround the player from all sides.

(http://bigosaur.com/blog/images/witch-0018-action.png)

Using melee weapons really feels like playing a true brawler game like Castle Crashers.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 16, 2016, 05:30:45 PM
Special Magic Powers

One of the characters available at the start of the game is a mage who has a Snake Staff as the primary weapon. The Snake Staff fires basic blue magic orbs and has a special ability to imbue poison to weapons. It can imbue poison to itself as well, so you get to fire poisoned orbs.

(http://bigosaur.com/blog/images/witch-0023-poison.gif)

The amount of poison damage depends on the player's magic proficiency. At 100% it's going to be 3 poison damage every 1.5 seconds (it only shows 2 in the screenshot, because I messed around with player stats and it wasn't at 100%). If a player is not very good with magic (say, a knight has only 30%), it will only do one poison damage in the same interval.

The poison does not kill, but it can completely drain the health points, and then it only takes one hit to finish off the enemy. The same goes for player characters.

It can be also used to make swords poisonous, or even some more deadly combinations: for example, if you find a fireball staff, you can make it poisonous as well, and it will shoot fireballs that set enemy on fire and poison him at the same time.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 16, 2016, 05:31:25 PM
You can find various potions in the world. Some are dropped from fallen enemies, some are found in chests, some are stored in barrels and boxes, some even hidden under the rocks which you will be able to destroy with bombs. And you will be able to buy some in shops as well.

Here's a small health potion. At the top, you can see what it looks like in player's inventory, and underneath is how you pick it up.

(https://bigosaur.com/blog/images/witch-0025-potion2.png)

It heals 20 hit points, which is equal to one red bar. You can stack multiple potions of the same kind, so they only take one inventory slot.

(http://bigosaur.com/blog/images/witch-watch-0026-potionanim.gif)

I made a spearate magic particle effect animation for smaller items like this one.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Cuddly Khan on March 16, 2016, 08:12:25 PM
This game looks so good! I love both CC and Isaac and if this game is like a mix of the two than I can't wait!!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 17, 2016, 07:12:06 PM
While toying with a nice pose to drink potions...

(http://bigosaur.com/blog/images/witch-0027-drinkprepare.png)

...I figured I need to remove the cork (plug) from the vial. Looks pretty good now:

(http://bigosaur.com/blog/images/witch-0027-drink.gif)

Added a small emotional touch to it ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Jubal on March 17, 2016, 07:29:42 PM
Minor quibble, but surely once the drink leaves the character's lips the vial should then be empty?

Looks nice though - the staff thingy is pretty :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 18, 2016, 10:19:16 PM
Minor quibble, but surely once the drink leaves the character's lips the vial should then be empty?

Yes, that one bothers me as well. It's still work in progress, I plan to fix it soon. Thanks  :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 18, 2016, 10:19:59 PM
Poison buff animation is complete:

(http://bigosaur.com/blog/images/witch-0028-poisonbuff.gif)

Hope you like the bubbles.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Jubal on March 18, 2016, 10:49:39 PM
It's nice. :)

...and I'm now actually wondering where the idea that poison is bubbly and light green comes from. It's so common in games that it's what our brains expect now, but where did that start? I'm pretty sure most actual poisons aren't bubbly, and aren't a sickly green colour either. I guess potions being bubbly might come from Shakespeare (Hubble, Bubble), but I've no idea about the colouration.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Glaurung on March 18, 2016, 11:57:09 PM
I think that the idea of poison being green has quite a long history, though I'm not sure I can pin it down at the moment. In modern fantasy it goes back at least as far as C. S. Lewis' The Silver Chair: as the Witch transforms into a serpent, she is described as "green as poison". Some trawling with Google suggests that phrase is well-established, presumably with a older history than 1953.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Cuddly Khan on March 19, 2016, 05:27:45 AM
I don't like how the staff changes hands at the start of the animation... but that's just a small problem. :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 19, 2016, 08:26:37 PM
I don't like how the staff changes hands at the start of the animation... but that's just a small problem. :P

You will be able to hold sword in one hand and the staff in the other and then use the staff to buff the sword with poison... let's just say it got really complicated in my code and it was easier to always lift the staff with the left hand ;)

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 19, 2016, 08:26:59 PM
Here's an improved potion drinking animation:

(http://bigosaur.com/blog/images/witch-0029-heal.gif)

and a nice particle effect for healing.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Jubal on March 19, 2016, 09:14:25 PM
Nice work :)

Also, minor friendly admin note: if you can try to avoid double-posting that would be good - if you post something then find you need to add extra content to the post, there's an "edit button available for the purpose. :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 20, 2016, 10:03:46 PM
I just made this nice swoosh in Gimp for the sword swing attack.

(http://bigosaur.com/blog/images/witch-0030-swordswing.png)


It can also be used partially (on the first strike frame):

(http://bigosaur.com/blog/images/witch-0030-s2.png)


If you press attack button during the up-swing, the hero also does the return-swing to get back to initial position:

(http://bigosaur.com/blog/images/witch-0031-swing2.png)

Animation coming soon...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 20, 2016, 10:14:12 PM
Also, minor friendly admin note: if you can try to avoid double-posting that would be good - if you post something then find you need to add extra content to the post, there's an "edit button available for the purpose. :)

Do you mean those cases when I replied to other people, or when I add more images?

If it's the latter - how does the pagination work? I plan to start posting some .gifs soon, and most of those will be about 5MB each, so having them all in a single post could make a really heavy page. Thanks.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Cuddly Khan on March 20, 2016, 10:56:18 PM
He means when you post and then post again right after without someone else posting in between, like what you did just then.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: Jubal on March 21, 2016, 12:50:08 AM
^What he said. :)

Essentially there's no difference for loading splitting GIFs between posts or keeping them in a single post (unless you happen to split them across pages that way, but it's not worth bothering with that). I'm not sure if spoiler tags do anything with image load... I'd be surprised if we have terribly big issues though, I've never had serious page load problems with Exilian, the site software itself is pretty lightweight. If your animated GIFs are really long, though, why do them as GIFs rather than YT videos out of interest?

Anyway, onto more interesting stuff; yes, that is a very lovely sword swoosh and is appropriately swooshy :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (w/ gifs)
Post by: bigosaur on March 21, 2016, 10:01:07 PM
I've never had serious page load problems with Exilian, the site software itself is pretty lightweight.

I was just thinking about visitors with lower bandwidth, 20 gifs 5MB each is 100MB for a single page.

If your animated GIFs are really long, though, why do them as GIFs rather than YT videos out of interest?

The gifs are short, however my game runs at 60fps. A simple 2-second 480x270 .gif takes about 5MB. It makes no sense to upload 2 second videos to YouTube. But nevermind, I'll avoid doing back to back posting and use the edit button. Hopefully, the content will be good and replies from other forum members will space it out ;)

Anyway, onto more interesting stuff; yes, that is a very lovely sword swoosh and is appropriately swooshy :D

Thanks.

And now, it's hack&slash time:

(http://bigosaur.com/blog/images/witch-0032-fight.gif)

Goblins with shields cannot be attacked when they raise the shield, so you have to go around and attack from back:

(http://bigosaur.com/blog/images/witch-0032-sneak-from-back.gif)

When you defeat them, you can pick up their sword and use it:

(http://bigosaur.com/blog/images/witch-0032-swing-goblin-sword.gif)

When enemies are knocked down, you can stomp them or smash your weapon to the ground to hit them real hard. Of course, when an enemy is on the ground, the hitbox is different, so I'm fine tuning that now.

(http://bigosaur.com/blog/images/witch-0033-stomp-devel.gif)

You will be able to run and jump from a short distance. Unlike the knight, the mage jumps because he's too light to do ground smashing attack.

(http://bigosaur.com/blog/images/witch-0034-stomp-devel2.gif)

This looks so cool, I might add a long-jump competition to the game.

Most swords will have dashing as special rage attack:

(http://bigosaur.com/blog/images/witch-0035-dash.gif)

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (updated Mar26)
Post by: Jubal on March 26, 2016, 10:54:14 PM
I like the idea of a long jump competition - having add-ons and things outside the main hack and slash sections like that are always good :)

Can the shields be destroyed if you smash them enough?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac (updated Mar26)
Post by: bigosaur on March 29, 2016, 11:31:22 PM
Can the shields be destroyed if you smash them enough?

Yes. Well, actually, you'd have to smash them many times. It's much faster to go around him and smack him from the the back as he doesn't turn while the shield is up. Anyway, here are some new updates:

Mega Rage Attack

Every melee weapon in the game has a special rage attack. Swords mostly have some kind of dashing, axes can be thrown, hammers will be able to call on help from the gods and clubs become 3 times bigger than usual and smash down the enemies:

(http://bigosaur.com/blog/images/witch-0038-megastrike.png)

Here's the animation:

(http://bigosaur.com/blog/images/witch-0039-megastrike.gif)

Telepathy potion

On your adventure, you will find different magic potions. These potions are colored differently on each playthrough. For example, blue potion can mean stronger magic in one game, and faster speed in the next game. You can discover their effect with an Identify scroll, or you can take a chance, drink and see what happens.

(http://bigosaur.com/blog/images/witch-0042-tele.png)

This one allows you to see the enemies in adjacent areas. (1B) means that the effect will wear of after one battle.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 29, 2016, 11:40:16 PM
The rage attack looks fun :)

Do any potions have negative effects, and can they be thrown or only drunk?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 31, 2016, 12:44:02 PM
Do any potions have negative effects, and can they be thrown or only drunk?

No throwing. About 35% potions have negative or mixed effects. Most negative effects are balanced out with a different positive in the same potion. For example, you can get Iron Flesh Potion that reduces your speed but makes you more resistant to hits. Or you can get Overdose Potion that fully heals you, but you get reversed controls for one battle. One of the potions I also plan is Barbarian Potion that increases Melee but reduces Magic. So, that one is great if you are a fighter, but if you play as a mage then it's negative.

Here are some other mysterious-potion effects.

(http://bigosaur.com/blog/images/witch-0042-potionfx2.png)

Magic skill determines the damage and size of magic projectiles, and effectiveness of magic caused effects like using magic to buff weapons with poison. The game will also feature magic scrolls and the player would need to have a certain magic skill threshold to be able to understand what the scroll does before using it. Of course, if you are a warrior, you could still read the scroll and activate its magic, but some of the scrolls have really bad effects.

Potions can also increase your base skills, even to the point where it would make sense to switch class. For example, if you buffed up archery skill and range a lot, it would be a good strategy to start using bows and arrows.

(http://bigosaur.com/blog/images/witch-0043-potionfx3.png)

(http://bigosaur.com/blog/images/witch-0045-barelsboxes.png)

Every game has some elements that are boring and unexcited to make but still important for player experience. Here are the boxes and barrels.

(http://bigosaur.com/blog/images/witch-0044-barrels.gif)

You can break barrels and boxes and find some items inside. Usually it's food and coins, but sometimes you may find keys, bombs, arrows, potions and other consumable items.

(http://bigosaur.com/blog/images/witch-0046-boxbreak.gif)

This was the first time I made animation of stuff breaking like this, so it was an interesting experience.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: SaidaiSloth on March 31, 2016, 11:51:34 PM
This seemed really ambitious for a one person team so I was doubtful and I was expecting a 100% science based dragon mmo style situation, but this actually looks really cool.

Any words on a price? If the gameplay feels as good as these animations look, I'll make sure to check it out once it's released.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 01, 2016, 08:03:12 AM
This seemed really ambitious for a one person team so I was doubtful and I was expecting a 100% science based dragon mmo style situation, but this actually looks really cool.

Thanks. That means a lot.

Any words on a price? If the gameplay feels as good as these animations look, I'll make sure to check it out once it's released.

I really don't know yet. All I know at this point is that I want to get this on Steam, possibly in Early Access because there's so many variables (esp. after the forest level which is planned in detail) and player input could be very valuable. I was thinking something like $5 for Early Access to allow people who support the game to get it for cheap, and then the price would rise as more content gets added, probably ending somewhere in the $15-$20 territory.

Or, if I see that the hype is not catching up, I might seek a publisher to help with the marketing and then it all depends on the deal I make with them...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 01, 2016, 03:44:36 PM
Ah, OK, "trade off" potions sounds a good system - the barrel breaking anim is good too :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 01, 2016, 08:40:22 PM
Each level in the game will have one or more locked rooms with treasures.

(http://bigosaur.com/blog/images/witch-0048-lock.png)

You can unlock the rooms with keys or blast the doors open with bombs. Or you can use magic scrolls that open doors magically.

(http://bigosaur.com/blog/images/witch-0049-lockeddoor2.gif)

Unlocked doors are not controlled by monsters, so you can use them to escape from tight battles.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 01, 2016, 11:36:57 PM
Will the locked rooms just be treasure piles? Or will there be other sorts of special room like in, say, pixel dungeon if you've played that?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 02, 2016, 03:21:29 PM
Will the locked rooms just be treasure piles? Or will there be other sorts of special room like in, say, pixel dungeon if you've played that?

There will be different ones. All locked rooms will have treasure chests, but some will also have traps and guards that are protecting it.

There will be other special rooms, but those probably won't be locked. For example, different kinds of shops and also quest rooms, where you can interact with some NPCs.

Presenting Goblin Berseker:

(http://bigosaur.com/blog/images/witch-0050-goblinaxer.png)

This goblin combines ranged and melee into a single unit. His rage increases even without hitting an enemy and when the rage is full, he throws the axe towards the player. When up-close, he uses the axe to fight in classic melee strikes.

(http://bigosaur.com/blog/images/witch-0051-goblinaxer.gif)

Goblin Axe is a very desired weapon for warriors. It can be thrown from a distance. If your rage meter is full, the thrown axe is unstoppable and flies across the screen knocking everyone down.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 02, 2016, 10:31:30 PM
Nice stuff :)

Will there be many mage-type enemies too?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 03, 2016, 07:52:42 PM
Will there be many mage-type enemies too?

Not many, but there will be approximately one per faction. Goblin Shaman will use a voodoo doll do hurt you from distance, skeletons have two mages: one is using dark magic to create various effects like slow, curse, etc. and necromancer can raise dead skeletons during the battle. Thieves won't have a mage. On ice levels there will be an Ice Mage that can freeze the heroes and shoots ice balls. Knights get help from a mage that lives in the castle (still haven't figured out what kind of magic he will use) and Crystal Wizard is one of the bosses. Also, Medusa will have petrifying power, so if you consider that magic, then there's one more planned.

Anyway, I finished the Goblin Berserker. Here's the axe-throwing animation:

(http://bigosaur.com/blog/images/witch-0052-goblinaxing.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 03, 2016, 08:16:11 PM
The mage looks amusingly chilled out about all the axes thrown at him :P

And sounds good :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 04, 2016, 09:07:24 PM
I got the multiple shots working. Reminder, it's an effect of one of the potions:

(http://bigosaur.com/blog/images/witch-0052-magicsplit.png)

You get more shots, but each orb is weaker. When you start a game with mage you make 6 damage per orb. When split, each orb does 5 damage, but you fire two orbs at once, so that's 10 damage, a nice increase. Of course there are other ways to increase damage back up:

(http://bigosaur.com/blog/images/witch-0052-magicsplit.gif)

A good combo is when you add poison to it. You can easily poison multiple enemies at once:

(http://bigosaur.com/blog/images/witch-0052-poisonorbs.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 04, 2016, 11:22:22 PM
Can't remember if I already asked, but will you be able to have multiple potions active at once?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 05, 2016, 08:50:42 PM
Can't remember if I already asked, but will you be able to have multiple potions active at once?

Yes. Some potions have long lasting effects, so only a couple of battles... you can have unlimited different buffs active at the same time.

Anyway, I'm testing my game engine to see how it behaves in big battles:

(http://bigosaur.com/blog/images/witch-0053-mayhem.png)

Two players, 15 enemies and it works as smooth as with an empty screen. The game will run on a 10-year-old Core2Duo CPU with integrated Intel graphics card at 60fps with smaller resolutions like 1366x768. For HD screens it pushes about 53 fps on that config, but if you have just a little bit stronger CPU or dedicated GPU like nVidia or AMD it will work just fine. It only requires OpenGL 1.1, so even some really old hardware will be able to run the game.

Axe throwin'

(http://bigosaur.com/blog/images/witch-0054-throwin.png)

As promised, you can pick up enemy weapons and use them. Goblin axe has a simple overhead strike attack mapped to fast attack button. Pressing Strong attack button throws it:

(http://bigosaur.com/blog/images/witch-0055-throwing.gif)

When your rage meter is full, you can use the sweeping mega throw attack:

(http://bigosaur.com/blog/images/witch-0056-refactoring.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 06, 2016, 10:26:26 PM
Nice :) Should be no problem for my new laptop, certainly!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 07, 2016, 10:09:31 PM
Here are the magic scrolls. Of course, first comes the less interesting part, like picking them up, storing in inventory, etc.:

(http://bigosaur.com/blog/images/witch-0057-scrolls1.png)

And then comes the fun part, i.e. using them:

(http://bigosaur.com/blog/images/witch-0057-scrolls4.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 07, 2016, 11:03:39 PM
Neat! (I feel like ideally the scrolls would be open when you "read" them, but I accept that may be too much of a faff and what you've got looks fine). Also, "peaceful" has only the one l at the end unless I'm mistaken. :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Clockwork on April 08, 2016, 09:32:43 AM
You're right Jub.


I like how this game is looking though. Really interested in the co-op ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 09, 2016, 02:11:14 PM
Also, "peaceful" has only the one l at the end unless I'm mistaken. :)

Good catch. I fixed that right away. Thanks.

Here's the first boss: Ogre Mom:

(http://bigosaur.com/blog/images/witch-0058-bossogremom.png)

She can be challenging, especially for beginners. She will have several different attacks, the main one hitting you with that huge club:

(http://bigosaur.com/blog/images/witch-0060-ogremom1.png)

It shows zero damage, because the player is invulnerable during testing ;)

Update: Here's the animation. I still need to work on some dust effects on the ground where the club hits:

(http://bigosaur.com/blog/images/witch-0059-ogremomstrikes.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 10, 2016, 07:39:35 PM
I'd be interested to see more gameplay with the camera shake - it feel like it might be vibrating at slightly too high a frequency at the moment, but I'm not sure whether the gif is a good indication.

Looking forward to seeing the other attacks!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 11, 2016, 11:39:27 PM
I'd be interested to see more gameplay with the camera shake - it feel like it might be vibrating at slightly too high a frequency at the moment, but I'm not sure whether the gif is a good indication.

The gif doesn't do it justice, it looks much better in the game.

Here's the second attack. If you try to pass behind her, you might get smacked in the back:

(http://bigosaur.com/blog/images/witch-0062-ogremom.png)

I'm also planning an arena for the boss fight. There will be a small building for goblin warriors to come out and help the Ogre and there's a catapult that you can use when the battle is over

(http://bigosaur.com/blog/images/witch-0063-bossroom.png)

The boss room will have a distinct door which cannot be blasted with bombs:

(http://bigosaur.com/blog/images/witch-0063-bossdoor.png)

The first level ends when you catapult yourself into the King's Castle:

(http://bigosaur.com/blog/images/witch-0063-ready.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 13, 2016, 12:16:21 AM
Very nice, I approve of the catapult :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 16, 2016, 09:20:40 AM
There will be shops on each level, where you can buy various items like potions, bombs, scrolls, weapons, etc.

(http://bigosaur.com/blog/images/witch-0064-shop.png)

I plan to have a special potion shop that only sells potions and a pet shop that sells... well, pets.

(http://bigosaur.com/blog/images/witch-0065-shop.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 17, 2016, 06:47:32 PM
Nice :) Though if that's the goblin shop, the pedestals do look a bit oddly neat compared to everything else the goblins make!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 17, 2016, 08:01:29 PM
Nice :) Though if that's the goblin shop, the pedestals do look a bit oddly neat compared to everything else the goblins make!

Actually, it won't be a goblin shop, I just haven't got around to animate the shop keeper yet  :)

I got so many new elements, I guess it's time to build some variety of levels. Currently there are 15 different level layouts for the forest, but I plan to have at least 60 for the first alpha version:

(http://bigosaur.com/blog/images/witch-0066-levels.png)

I plan to have a playable demo by the end of May.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 17, 2016, 11:23:47 PM
Ahh, right :)

And goodness, 60 sounds a fair number - how many rooms do you play through in the forest levels?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 19, 2016, 10:38:00 PM
And goodness, 60 sounds a fair number - how many rooms do you play through in the forest levels?

Forest levels have 10-15 rooms, depending on the number of players and procedural generator. Four of those are fixed: Starting room, Boss room, Treasure room and Shop. Well, not completely: there will be about 20 types of treasure rooms (some with enemies, some with traps) and 3 types of Shops (potions shop, pet shop, weapon shop). This leaves us with about 6-11 "regular" rooms per level. Regular rooms will be selected from that pool of 60.

Pyromancies

It's time to play with fire. One of the playable characters will be a fire mage, so I decided to play with various fire effects. Wands can shoot fireballs which explode and enemies can players can be set on fire and lose a lot of health while burning:

(http://bigosaur.com/blog/images/witch-0068-pyro.png)

Here's some animated action. The mage is still using the Snake Staff to fire fireballs, but there will be a special Fire Staff in the final game:

(http://bigosaur.com/blog/images/witch-0068-pyro.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 19, 2016, 11:11:38 PM
Yay, the first rule of adventuring in action! :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 22, 2016, 02:42:02 PM
Here's a cool combo. If you get both the Snake Staff (poison) and the Fireball Staff (fire), you can buff the Fireball Staff with poison to shoot poisonous fireballs:

(http://bigosaur.com/blog/images/witch-0067-green-flame.gif)

Enemies that get hit will be set on fire and poisoned at the same time. Somehow the burning animation is missing here, I need to fix that.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 22, 2016, 06:30:50 PM
Could you make that have a green fire anim? That would be doubly cool.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 23, 2016, 07:34:30 PM
Could you make that have a green fire anim? That would be doubly cool.

I think so. I'm already coloring the fireballs green, so it shouldn't be much trouble. Will try and see what it looks like.

In the meantime, I found another use for the fire animation:

Campfires are the first hazard in the game. If you step on it, you are set on fire for a couple of seconds, which is enough to deplete 80% of fully healed hero. At least, until you buff your hit points. The fire does not kill you ever, but it can lower your HP to just one point and then a single enemy hit will bring you down.

(http://bigosaur.com/blog/images/witch-0069-campfire.png)

Enemies try to stay away from it, but with some skill you might be able to push them into fire by a well placed sweeping attack.

(http://bigosaur.com/blog/images/witch-0069-campfire.gif)

P.S. unlike this .gif, the animation doesn't skip frames in the real game ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 23, 2016, 11:58:51 PM
That's neat :) looks the part too!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 25, 2016, 09:53:12 PM
Bombs

Bombs have three different purposes in the game: 1. blast the rocks to find some items hidden underneath and to open some blocked passages. 2. blast doors to escape tough battles or locked doors when you don't have a key. 3. blast your enemies. This 3rd use is hard to do because the enemies are constantly on the move, but it's great for bosses because most of them will be stunned for a couple of seconds if the bomb hits them.

(http://bigosaur.com/blog/images/witch-0070-explodingbarels.gif)

Yeah, those exploding barrels are really in the game, but they have a special role. It's secret you will have to discover while playing.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 25, 2016, 10:02:38 PM
Yay bombs :)

I feel like the explosions may have too sharply defined a shape, they seem to work by forming a specific shape and then vanishing from the inside to the same sharp edge rather than dissipating or being more smoky... I can't help feeling it makes them look a little bit clip-art-ish. The huge barrels look good though!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 29, 2016, 10:19:53 PM
Teleport spell

So many ways to escape when things go south: blast a door with a bomb, use a scroll to open doors, use a key if some of the doors is locked... but now there's one more. A magic scroll that teleports you to a random location somewhere else in the forest:

(http://bigosaur.com/blog/images/witch-0070-teleport.gif)

It never teleports you into a boss fight, but anything else is possible.You might even get into a locked treasure area without a key.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 29, 2016, 11:28:58 PM
I implemented random teleport as a spell in my game Adventures of Soros, it's a lovely one to have :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 07, 2016, 05:46:16 PM
During the adventure, you will be able to upgrade your weapons as well. The upgrade material are the runestones, magic stones of unknown origin that can be used to improve damage and range of your weapons. There are different runestones for melee, magic and ranged weapons.

(http://bigosaur.com/blog/images/witch-0071-runestone.png)

The upgrade animation is still work in progress, but I'm getting there:

(http://bigosaur.com/blog/images/witch-0071-runestone.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 07, 2016, 11:54:53 PM
Lovely stuff, and a nice animation!

Will all the runestones be purely positive, or will you get "decrease damage increase range" type ones too?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 08, 2016, 10:14:47 AM
Lovely stuff, and a nice animation!

Will all the runestones be purely positive, or will you get "decrease damage increase range" type ones too?

All runestones are positive and effect is the same every time you play (there is no randomness). Runestones won't be easy to obtain. You can only get them from bosses or gold chests. Which brings me to the latest addition to the game:

On every level there will be some areas that are behind locked doors or simply blocked paths. If you manage to find keys or blast your way through (or teleport across, or ...) you can get inside and loot all the chests. Well, maybe not all. Some chests are locked and you need a key to open those.

(http://bigosaur.com/blog/images/witch-0072-chestgold.png)

Here's the animation:

(http://bigosaur.com/blog/images/witch-0072-chest.gif)

You might discover rings that give you special powers of the second sight. For example, the blue one allows you to see inside locked chests.

(http://bigosaur.com/blog/images/witch-0073-rings.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 10, 2016, 12:39:59 AM
Yay, magic rings! Those never go wrong in fantasy settings :P

Also, to let you know, decided to do a cross-side newspost for this month which featured this thread: http://exilian.co.uk/forum/index.php?topic=4517 :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 11, 2016, 09:18:44 PM
Also, to let you know, decided to do a cross-side newspost for this month which featured this thread: http://exilian.co.uk/forum/index.php?topic=4517 :)

I just read it. That's great. Thanks.

I created a death animation for the player character. It does seem a little bit odd, but I kind of like it. What do you think, does this look cute, silly, or ...?

(http://bigosaur.com/blog/images/witch-0074-bombdie.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 11, 2016, 11:18:21 PM
Two things look odd to me. Firstly the dust should maybe settle downwards rather than in a band. Secondly the eyes look odd somehow, I'd probably have them closed. Or maybe making the cartoon xs bigger might work? Not sure.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 12, 2016, 09:51:48 PM
Two things look odd to me. Firstly the dust should maybe settle downwards rather than in a band. Secondly the eyes look odd somehow, I'd probably have them closed. Or maybe making the cartoon xs bigger might work? Not sure.

I'll experiment more later. I guess when I add more stuff to the game I would see how it actually feels.

In the meantime, here's another environmental hazard:

(http://bigosaur.com/blog/images/witch-0075-spikeballs.png)

I call them SpikeBalls. Does anyone know the real name?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 13, 2016, 12:17:14 AM
Is it just a non explosive spiky hazard if you tread on it? If so it maybe counts as a sort of caltrop? Not sure.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 13, 2016, 01:38:35 PM
Is it just a non explosive spiky hazard if you tread on it? If so it maybe counts as a sort of caltrop? Not sure.

Yup, Caltrop. That's it.

Moving on, the character selection screen has some basic stats like Archery, Melee and Magic proficiency:

(http://bigosaur.com/blog/images/witch-0076-character-stats.png)

Those numbers are percentages. For example, if a Sword does 12 damage, a hero with 100 Melee will deal 12 damage when he hits, while a Hero with 50 Melee will only deal 6 damage. Those skill numbers can increase and decrease during game with various potions and artifacts.

The character on this screenshot has both Magic and Melee at 100 for testing purposes, but there won't be any such character in the game... Actually, one class (Paladin) will be close, but it will have something like 100/70/30 for Melee/Magic/Archery.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 13, 2016, 11:16:30 PM
Looks good :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 18, 2016, 09:42:14 PM
The goblin shaman's main weapon is the Meteor Staff. I'm testing how the meteors work:

(http://bigosaur.com/blog/images/witch-0078-meteor-shower.gif)

Looks like I forgot to limit the meteor count ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 18, 2016, 11:15:57 PM
Reminds me of when Comrade_General and I finally worked out how to hack meteor strikes into the Rome: Total War engine. We got quite trigger-happy with the things :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 01, 2016, 05:07:50 PM
If you attack a shop keeper, you can snatch any item for free. However, he has a bodyguard:

(http://bigosaur.com/blog/images/witch-0080-bushido.png)

There are various ways you can defeat him though, but it's often very risky:

(http://bigosaur.com/blog/images/witch-0080-bushido.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 01, 2016, 11:34:43 PM
Hah, nice :) I've played other games with similarish systems - can you sell items to the merchants, assuming they're alive/friendly?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 06, 2016, 10:51:42 AM
Hah, nice :) I've played other games with similarish systems - can you sell items to the merchants, assuming they're alive/friendly?

Currently there are no plans for that. There are many items to pick up in the maze and inventory space is (deliberately) scarce, so being able to sell stuff would mean a lot of boring back-tracking.

I plan to have altars where you can sacrifice some specific items to get help from the gods. And shop keepers might sometimes give you quests. If you complete those, the shop will be upgraded on the next game level.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: BearKnight on June 06, 2016, 01:34:51 PM
graphics remind me of little fighter 2 + CC
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 07, 2016, 11:47:36 PM
Altars sound a good plan (I remember the ones in PD where you had to tempt/kite enemies onto the altar then kill them in combat, those were fun but unpleasant).
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 12, 2016, 11:41:42 PM
Here's a video of some co-op gameplay. You can see how we robbed the shop  ;D

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 16, 2016, 01:28:52 PM
What's the magical life-giving fairy triggered by? :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 30, 2016, 10:16:53 AM
What's the magical life-giving fairy triggered by? :P

It comes when at least one player is dead and at least one player is alive and there are no monsters.

Here's a trailer video, this time with proper cuts, so it's much more interesting and dynamic:

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 30, 2016, 11:00:15 PM
Nice! Are you going to have any cutscenes/voice acting etc as the plot advances, btw?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 12, 2016, 10:02:47 PM
Nice! Are you going to have any cutscenes/voice acting etc as the plot advances, btw?

Cut-scenes are planned. I currently only have a couple of still screens with characters and dialog boxes (will share those soon).

I don't think there will be voice acting, as that's hard to do right and better no voice acting than bad voice acting. I might add a narrator to the story in the end.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 12, 2016, 11:52:39 PM
OK, cool :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 15, 2016, 08:08:42 AM
I  have some cut-scenes planned for the final game, but currently a couple of placeholder images will do the job of showing the game plot:


(http://bigosaur.com/blog/images/witch-story1.png)

(http://bigosaur.com/blog/images/witch-story2.png)

(http://bigosaur.com/blog/images/witch-story3.png)

(http://bigosaur.com/blog/images/witch-story4.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 15, 2016, 11:58:16 PM
Nicely done :)

Only one thing which struck me - the brothers if anything look older than their mother. Which may make sense given, you know, witchcraft, but I guess I'd expected her to look older.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: BearKnight on July 21, 2016, 07:44:14 AM
Could be a vampire?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 23, 2016, 04:25:12 PM
Only one thing which struck me - the brothers if anything look older than their mother.

I never looked at it that way. Perhaps I should make the "grown up" sprites a little bit taller... Or maybe just plug in the "youth magic" idea somewhere in the story. Thanks.

Potion shop

Sometimes a special kind of room will be created in the maze: a potion shop, pet shop or a quest room. More on quest rooms later, but here's the potion room:

(http://bigosaur.com/blog/images/witch-0087-potionshop.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 23, 2016, 09:47:51 PM
Does this have the same bodyguard system as the merchants?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 27, 2016, 10:48:47 AM
Does this have the same bodyguard system as the merchants?

Yes. But this NPC is a healer, so she can even heal the bodyguard while you fight.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 27, 2016, 12:46:24 PM
Owch, fair enough!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Phoenixguard09 on July 29, 2016, 12:16:19 PM
This looks awesome. Very keen to give it a crack! :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on August 02, 2016, 02:46:55 AM
I made a free demo. You can download it from here:

http://bigosaur.com/witch-demo035-setup.exe

It lacks sound effects and of course a lot of content, but you can play with those 2 characters, 7 different enemies and about 30 different weapons/items.

Let me know how you like it.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on August 03, 2016, 12:26:28 AM
I've had a little play :)

It's very good fun! I'm going to do more playthroughs later and I'm looking forward to seeing more versions.

A few initial thoughts on things that were tricky/seemed off, many of these may be things you're already acting on but here goes:

I do like the general systems, though, it seems to work well, plays smoothly, looks good and I've found it good fun so far. Will report back soon with more thoughts and when I've explored the possibilities a bit more :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on August 06, 2016, 04:14:29 PM
On the initial trailer line, have the speech bubbles pop up one by one rather than appearing statically - keep people having something to look at. Though I guess you may want to actually move the characters around during that sequence in later versions anyway.

Yeah, those images are just a placeholder for now. I plan to have a complete "video" type of trailer. I still haven't figured out the whole script for it, but it should work in "show don't tell" fashion, i.e. stuff should happen on the screen and player will be able to figure out who's who and what's happening without narration overlay.

Menus - when I hit w to input a name I ended up also typing a w at the start of the name. A silly thing but I bet players will end up with unwanted characters called things like "wAragorn" and so on :P

Yup, I was annoyed by that one too. Caused by a strange bug in SDL. Fixed in the meantime.

In the village: during dialogue, it was pretty unclear when a conversation was supposed to have ended, and I missed several bits of advice on my first character as a result. I think you do need a [w for more]

I watched a couple people play and have seen this problem. One of players even stated that NPCs were useless because he didn't figure out that you can press W multiple times. Definitely a problem.

I still haven't fixed it as I'm not sure what is the correct way to do it. Do you think changing "w to talk" into "w for more" would be noticeable enough?

I think more explanation of when you can do powered-up attacks etc would have been good too, and possibly some kind of very gentle test-run fight beyond attacking the villagers. I'm still working some of the mana/etc levels out. The goblins are pretty tough opponents to hit right at the start of the game. About six dead characters so far can testify! (Or could testify if they weren't corpses)

These two kind of blend together. Since the game is rogue-like it's meant to be hard. This also means you will restart and play the game over many times. Not discovering all the mechanics immediately is a good thing. I really want the players to just go in with basic attacks (that's why the Knight is the default choice) and slowly learn the ropes and discover more and more effective ways to deal with enemies.

BTW, the mana system is shortly explained by the Cleric NPC if you have a magic item (ex. a staff) and talk to him.

I do like the general systems, though, it seems to work well, plays smoothly, looks good and I've found it good fun so far. Will report back soon with more thoughts and when I've explored the possibilities a bit more :)

Thanks! This kind of feedback means a lot.

Here's some eye candy. The forest level ends with this:

(http://bigosaur.com/blog/images/witch-0090-launch.gif)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on August 07, 2016, 11:59:46 PM
Yeah - I think a difference to a lot of roguelikes I've played before is that the combat is pretty fast moving and I'm usually finding precious little in the way of health restorers. I'm very used to playing roguelikes, but it's the tendency even early on to be wandering around, unable to regain health, and knowing that I'm toast as soon as I walk through the next door that's kind of frustrating at times at the moment. I'm exploring a bit more though now.

EDIT: Have now completed the forest level as both characters, both times by using the barrel transformation on the boss. I guess my current feeling is that it's a bit too random - if you get the perfect item or sheer luck you've got an OK shot, but that doesn't always feel good as a player; ideally most games there should be some mix of item combinations and skill that *could* let you beat the boss, which doesn't feel like it's the case yet.

A few thoughts:
- Maybe script in some limit to ensure you can't get two shamans in one room, especially if there's much in the way of obstacles to stop you getting to them then having two is just a frustrating death sentence.
- The knight's sword has enough reach to cross low walls, but goblins don't attack back across them, which makes for perhaps overly easy kills any time you have a "trapped" goblin in the centre of a room
- Your rage builds up when you attack the guys in the village - as such I always end up tagging back there between fights to build up my rage counter
- There doesn't seem to be any way to check what stored potions and scrolls are without dropping them and picking them up again

Regarding conversations, I think at the end of every conversation box except the last one you need [w for more] or something in small writing, then it'd be reasonably clear.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on August 21, 2016, 06:14:07 PM
Have now completed the forest level as both characters, both times by using the barrel transformation on the boss. I guess my current feeling is that it's a bit too random - if you get the perfect item or sheer luck you've got an OK shot

You're probably not used to playing so fast paced games. The first boss is made so that you can defeat it easily with default weapons. Especially with Knight: just lure her to initiate the club strike by standing in front of her. As she raises the club, quickly step aside (down or up) and then you have plenty of time to spam the light-attack button and build up the rage. After 2-3 rage attacks, she's gone. Make sure you do this positioned to the right of her as light-attack stun-locks the approaching goblins. You don't want to go left and risk goblins sneaking behind your back. It just takes some practice.

Beside the "Barellize" scroll, you can get the Peace scroll or Meduza arrows (if you're lucky to find a bow as well) for a quick and easy battle. Also, ice weapons (sword/hammer) make the fight very easy. The main problem is obtaining those (with some luck - in a locked treasure room). Or you can get the Escape scroll and skip the battle completely. Also, if you get a Potion of Infinite Rage, the fight is a breeze. But all these were meant for quick and easy skip of the boss to not have to go through the fight every time. Still, you should be able to beat her every time once you get more experience with the game.

Useful items are often found in the shop, but are too expensive. If you have 1 bomb, you can rob the shop by attacking the shop keeper. Once ready, place the bomb near a door to blast it, grab the item you want to, and run through the blasted door. The bodyguard doesn't follow you. It's risky, and I only succeed 50% of the time, but for some items it's worth it. Also, you can use Barellize or Gamble (change enemies) scrolls on the bodyguard and then loot all the items from the shop for free.

Maybe script in some limit to ensure you can't get two shamans in one room, especially if there's much in the way of obstacles to stop you getting to them then having two is just a frustrating death sentence.

I don't know if you figured it out already, but you can grab the voodoo doll once the Shaman drops it. So, the strategy for two shamans is to wait for a doll drop, grab the doll and then "activate" it, i.e. bind it to some of the enemies and drop it back to the ground. Then wait for the other shaman to drop the doll and grab that one. This way the shamans won't have any way to hurt you via dolls, and you only have to dodge the meteors, which isn't that hard. BTW, as you hit shaman, he becomes more and more aggressive, so make sure you sort out the doll collecting business before you start going hard on them.

The knight's sword has enough reach to cross low walls, but goblins don't attack back across them, which makes for perhaps overly easy kills any time you have a "trapped" goblin in the centre of a room.

Yup, the Knight sword deliberately has more damage than any goblin weapon. The goblins would actually attack you through walls/rocks if they could reach, but their reach is rather low. Only Goblin Sword has somewhat useful reach, but it's still shorter than the Knight's Long Sword. I don't mind giving players an easy option for some fights. As you noted, the game is already hard enough ;)

Your rage builds up when you attack the guys in the village - as such I always end up tagging back there between fights to build up my rage counter

You're right. I didn't think about that. Not sure how would I fix it though, because the NPCs' purpose is to teach the mechanics, and rage belongs there, so making them immune wouldn't work. Perhaps I should just lower their HP, so you cannot do it often. Although, when you get more experienced with the game, you would rarely feel a need to refill the rage on the first level.

There doesn't seem to be any way to check what stored potions and scrolls are without dropping them and picking them up again

This is actually a real problem and I too feel like it needs to be addressed. Especially if you get the "Avarice" curse and you cannot drop items. However, I have no good idea how? Perhaps I could use the icons that show up when you activate the scroll/drink the potion and show a smaller icons like that in the inventory...?

Regarding conversations, I think at the end of every conversation box except the last one you need [w for more] or something in small writing, then it'd be reasonably clear.

Thanks. I'll do it like that an see how it turns out with new players who haven't seen the game before.

BTW, I'm currently drawing and preparing graphics for the second level. The story continues at the castle battlements:

(http://bigosaur.com/blog/images/witch-0091-battlement-props.png)

As the goblin invasion is in progress, the battlements are filled with dangerous war machinery. The castle guards are defending a siege and have prepared various weapons and traps for the invaders. You are intruding here, so prepare to deal with the guards and the hazards at the same time.

The second level is meant to be more dangerous, but possibly shorter than the forest area playwise. You're walking around the battlements looking for a way to enter the castle insides.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on August 28, 2016, 10:35:57 PM
Yep - I've worked through most of the possible items now and can usually beat the first boss without extra weapons. I think you're right about the speed being the main issue - moving from mostly turn based roguelikes to something like this is a very major step up in reaction times needed. The voodoo doll is incidentally also pretty good for beating the boss; lock it onto her, drop it, stand on it, get out the way between her starting her swing and the club coming down, and she can do most of the damage to herself.

Could you have an extra keypress option (z maybe) that brings up a popup extra box with stats/info on the thing currently in your active inventory slot? That would seem like the best option to me. I'd like to be able to check my character's Mag/Rng/Combat percentages too, so that could follow a similar system.

Re the village, a few thoughts:
- Have a training dummy, and make the rest of the characters non-attackable or even penalise the player for attacking them (you can have the dummy able to be knocked over, or have a second knocked over one as well). It's possibly just me, but in general I admit I find "joyfully whack your fellow peaceful villagers in the face with a sword" slightly odd simply from a storyline perspective.
- I think after more testing I don't consider the free rage buildup to be so broken it's an issue.
- I feel like having some other fairly useless feature in the village would be good - I'm not sure what, but having something to break up the feeling of "welcome to tutorial village where literally the only thing we exist for is telling you how this game works" is something that I feel would be good to flesh things out a bit and give the game a tiny bit more texture.

Looking forward to being able to play through some more - I used this as my test stream for our twitch channel, I'll let you know if I stream another playthrough at some point :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on August 30, 2016, 02:41:35 PM
Could you have an extra keypress option (z maybe) that brings up a popup extra box with stats/info on the thing currently in your active inventory slot? That would seem like the best option to me. I'd like to be able to check my character's Mag/Rng/Combat percentages too, so that could follow a similar system.

I have already implemented the last one. When you pause the game, detailed character stats are shown beneath the player/inventory area: mag/rng/melee, speed, magic/archery range, current/max HP, etc. I might add current weapon/item info alongside.

- Have a training dummy, and make the rest of the characters non-attackable or even penalise the player for attacking them (you can have the dummy able to be knocked over, or have a second knocked over one as well). It's possibly just me, but in general I admit I find "joyfully whack your fellow peaceful villagers in the face with a sword" slightly odd simply from a storyline perspective.

Initially, I had then getting angry at you. However, some test players would accidentally hit them, and then they weren't able to get their tips anymore. So I made a change and now they ignore your hits until they die or teleport away.

The veteran soldier and the pirate are meant to be the dummies for hitting. :)

Looking forward to being able to play through some more - I used this as my test stream for our twitch channel, I'll let you know if I stream another playthrough at some point :)

Great! Thanks.

BTW, I'm going to show the game at the EGX in Birmingham in September. Did you (or anyone else on this forum) plan on going there?

I also have an interesting issue that I'm not quite sure how to solve. Since renting equipment from Eurogamer is too expensive and I only need the monitors, I'm thinking about buying two new monitors for the show (I'm coming via airplane, so shipping monitors all over from Serbia isn't a good idea). Anyway, when EGX is over, I'm going to have two extra monitors that I've payed for, but it doesn't really look like a good idea to fly them back with me (I don't really need those back home, and the airplane cost + customs tax when I re-enter my country are rather high).

I see a couple of options here:

1. find someone else to rent/borrow monitors from for a fee? I don't know anyone in UK, so this sounds complicated.

2. buy monitors and sell them to someone in UK when the show is over. Those would be completely new monitors, used only for 4 days at the show, but I would sell them with some good discount. The main problem is that the show ends on Sunday at 19pm, and I have to leave for airplane Monday at 7am, so basically the transaction would have to happen Sunday evening after 19pm, and I really don't know how to find people interested.

3. buy new monitors, leave them with someone in the UK and re-use them for the next show (I might come to Exilian event in October). Of course, I would need someone to keep monitors for me. I wouldn't mind if that person used them in the meantime if they find some need for it.

The monitor size would be somewhere in 24" - 30" range.

Any ideas how to solve this are welcome?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on August 31, 2016, 12:16:30 AM
Yes, I figured that you were meant to attack the pirate and the veteran - it's just an aesthetic thing I guess, it feels more right for you to have a straw training dummy to hit than a person (and there's space for them around the bottom left corner).

Are you going to be at EGX for all the four days? I hadn't been planning to go, but I can try to get there at some point to say hi, it's not far from me. :)

On which note I can also definitely offer some help with your monitors problem - I currently live in Birmingham, a couple of train stops south of the town centre. I don't have any monitors of the size you need so I can't help with option 1, or option 2 as neither I nor Exilian have much in the way of spare funds, but I could certainly at least look after some monitors for you and keep them in a cupboard/borrow them for events occasionally (or indeed allow you to remotely handle re-selling them to someone else if you wanted to do that).

Also, if you've got any plans to come to ExiliCon, please drop me an email (megadux@exilian.co.uk) - it's quite a small event to come so far for from your point of view, but it would be great to have you there if you wanted to come. I don't have that many traders' tables left though so if you want to book one please give me a shout soon!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on August 31, 2016, 05:44:23 PM
Are you going to be at EGX for all the four days?

Yes. In fact, I'm coming in on 19th, and will spend 20th buying the monitors and 21st setting up the stand. If you don't want to mess with the EGX, perhaps we could meet before the madness starts ;) have some beers in the evening or whatever. My sister is coming with me, so we'll definitely want to see the city as well.

I'm flying in late on 19th, and my plan is to pre-order the monitors from box.co.uk and have them ready for pickup on 20th. On 20th, I would go there personally, pick them up and bring those back to hotel. It's about 9 miles away. Any idea how much a cab (taxi?) would cost me for that distance?

After the monitor business is over, we'll probably go sightseeing around the city? Any recommendations?

I could certainly at least look after some monitors for you and keep them in a cupboard/borrow them for events occasionally (or indeed allow you to remotely handle re-selling them to someone else if you wanted to do that).

That would be awesome.

Also, if you've got any plans to come to ExiliCon, please drop me an email (megadux@exilian.co.uk) - it's quite a small event to come so far for from your point of view

I would love to come. It's only an airplane ticket away and there are low-cost companies, so it shouldn't be too expensive. Since it's a small event, I would come alone, esp. since the monitor problem is now handled ;) and I only need to bring my laptop. E-mail coming your way.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 04, 2016, 10:15:05 PM
That's great - I'll probably need to skip the event itself as I'm writing frantically, but I'll happily come into the middle of town for an evening (21st maybe?) and go for a drink :)

I'm not sure what cab prices are like around Birmingham - I'd guess a journey like that would be between £30 and £40, but I might well be wrong as I don't use taxis often.

I've replied to your email now too - sorry for being slow, things are a bit piled up with work here!

One thing on MMAW that I just noticed; when I'm the knight and can't identify scrolls, I can ID them when I have a temporary magic boost (the +50% in next battle one). However, I "forget" what they are when I lose that again. It would perhaps make more sense if once the scroll had been identified it stayed identified, even if you were able to do so only with a temporary stat boost.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on September 04, 2016, 10:40:45 PM
One thing on MMAW that I just noticed; when I'm the knight and can't identify scrolls, I can ID them when I have a temporary magic boost (the +50% in next battle one). However, I "forget" what they are when I lose that again. It would perhaps make more sense if once the scroll had been identified it stayed identified, even if you were able to do so only with a temporary stat boost.

Great catch. It also happened to me a few days ago when I found a lot of Barbarian (melee+, magic-) potions and basically changed my class from mage to knight mid-game. Suddenly all knowledge of scrolls was gone.

I'll make it work the way you described.

Here are some updates on the game:

I'm adding some screens without enemies, but with traps instead. It creates an interesting variety. Instead of just plowing through the piles of enemies, sometimes you have to stop and carefully thread across the screen. Of course, some screens will combine enemies with hazards, which you can use to your benefit.

(http://bigosaur.com/blog/images/witch-0092-spitfire33fps.gif)

These spitters shoot fireballs. Fire is one of the most dangerous types of damage. Here's a breakdown of the types of damage in the game have so far:

(http://bigosaur.com/blog/images/w-damage.png)

Petrify
Turns into stone within 10 seconds. Counter with Life Staff or Dragon Fire Potion.

Fire
Burning drains health really fast. Regular fireballs, walking onto a campfire or getting hit by a spitter drains 50-60 health in a couple of seconds.

Ice
doesn't do any damage, but prevents movement/attacking for a couple of seconds.

Poison
Slowly drains health. Can only be stopped with Dragon Fire Potion or Antidote.

Hunger
Very slowly drains health. Can be stopped by eating any type of food, including gold coins if you have the Gold Diet buff.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 04, 2016, 11:06:36 PM
One more thing that I've been trying to test but not managed - what happens if you have a run of "speed up, max health down" potions enough to make your max health hit zero? Do you die? I've never found enough of them to test it...

The medusa arrows are great fun. Though I goofed up first time I found them - using them on the boss is actually a bad idea unless having real problems, as a petrified boss = no nice equipment drops!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on September 04, 2016, 11:19:42 PM
One more thing that I've been trying to test but not managed - what happens if you have a run of "speed up, max health down" potions enough to make your max health hit zero? Do you die?

Your max HP never drops below 10. If it's 10 and you drink one more potion, max HP remains the same, and the current HP drops to one.

The medusa arrows...on the boss is actually a bad idea unless having real problems

That's true for now (Ogre Mom will be one of the easiest bosses in the game). Currently, the best use is to petrify the shop guard.

BTW, I forgot to post this, I have a new unit type ready for the second level:

(http://bigosaur.com/blog/images/witch-0093-guard-spear.gif)

He's shown in the forest in this video because I was testing, but you will find him at the battlements in the actual game. The guards are quick and deadly. They can throw spears from the distance, or stab you when too close:

(http://bigosaur.com/blog/images/witch-0094-guard-stab.png)

Their spears have great range, longer than all standard swords, so melee combat against them is very challenging.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 05, 2016, 12:10:05 AM
Ooft. Looks painful! Might be one where the goblin axe is a fairly useful counter ("two can play at that game"). There are admittedly some weapons that I've just never got the hang of (I never use the heavy hammer; if I'm a wizard I'll use a goblin axe usually and just use the ranged attack of that, if a knight I prefer the reach of the longsword).
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on September 13, 2016, 10:09:51 PM
Here comes the red dragon:


My Mom is a Witch is on Steam Greenlight now, please vote:

http://steamcommunity.com/sharedfiles/filedetails/?id=761177454

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 13, 2016, 11:30:03 PM
Upvoted :) Are those pet chickens and pigs on the greenlight video? If not, what are they?

(I know I should be more excited by the dragon, but hey, pets!)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on September 16, 2016, 09:55:59 AM
Upvoted :) Are those pet chickens and pigs on the greenlight video?

Let's see... in order of appearance ;) ... bunny, pig, blowfish, deer, lizard, chicken.

There are already 20 pets in the game, each with a different effect. Here are some:

(http://bigosaur.com/blog/images/witch-pets.png)

Snail slows down enemies, Ram knocks them down, etc.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 16, 2016, 11:52:24 AM
Wonderful :D

Two further questions on this topic:
1. Is that a tiny obese giraffe?
2. Can I have a pangolin?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: ndnninja15 on September 16, 2016, 05:17:02 PM
Very cool art style you have there! I gave ya a thumbs up on the greenlight page too.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 16, 2016, 06:13:49 PM
Also I recently succeeded in making poisonous fireballs happen for the first time :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on September 18, 2016, 11:23:14 AM
Two further questions on this topic:
1. Is that a tiny obese giraffe?
2. Can I have a pangolin?

1. Yes.
2. I'll see what we can do about it  :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on September 18, 2016, 01:02:11 PM
Yay :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on October 05, 2016, 10:46:01 AM
I have some great news. My Mom is a Witch has been greenlit yesterday. I'm starting to plan for a Steam Early Access release, possibly for Exilicon. Not sure if I'll be able to make it. We shall see.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Glaurung on October 05, 2016, 01:13:49 PM
Congratulations, and good luck with the release.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on October 05, 2016, 04:10:24 PM
That's fantastic news, well done!

I've done a fair number (a lot) of playthroughs of the new build now :)

Thoughts as follows:
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on October 09, 2016, 09:33:24 PM
That's fantastic news, well done!

Thanks. I won't be able to get the release out on time for Exilicon, so I moved it to November 10th.

I'm looking forward to seeing a few more different enemies on the battlements

Two more planned: The Guard Captain (has a shield like the Goblin Defender, but can move while shielding), and The Wind Mage (I'm still undecided about his abilities, most probably buffing other units' speed and shooting regular magic orbs at players as well).

The dragon is a good boss. I think what it needs is possibly a few more options that make the fight easier without being an auto-win

Actually, I tried hard to make the Dragon beatable with just basic weapons and a lot of dodging. It's mostly safe to stay close to him and avoid fire. He can stomp you, but I nerfed that attack, so it does almost no damage. Here's how I beat him fair and square with the Celestial Smasher:


2x Gamble to turn it into a goblin

Wow. I never considered using Gamble like that. Awesome!

A 2-3 battle potion of fire resistance, or a pet that confers fire resistance

Yes, fire resistance is on my TODO list, so that will be added at some point.

I can't keep my fingers resting on the same set of keys, it makes it miles more likely that I'll accidentally trigger my special ability when I don't want to, the fact I need to hold it down makes it harder to concentrate on running/dodging whilst I'm doing that, and I'm not really sure what it adds.

It was changed during EGX and by watching some players play on YouTube videos. Many (majority) of players didn't figure out that you can move backward and shoot the other way and complained how it was hard to play with a Mage or that it felt awkward that you have to stop and turn to shoot. After the change, everyone figured it out on their own. I think you might be biased because you're used to playing with the old controls. Basically, the D key is now only used for stomping. If you ignore it, everything works the same as before, you just move your index finger one key to the left or right depending on the shooting direction.

It may well be different when using controllers

Actually, it's even harder because you're using your right thumb to control the stick and you have to let it go if you want to press any of the buttons.

I've almost entirely stopped bothering to pick up bows/arrows when those were my favourite things to use in the older build I had.

I'll think about ways to find some better compromise perhaps.

I think speeding up the attacks from the goblin warriors was a good call, I definitely have a rather healthier respect for them as enemies now!

Thanks. I also lowered their HP, so it doesn't take too long to take them out when they start hiding behind the shield.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on October 09, 2016, 09:56:31 PM
I'm getting better at the dragon over time; speed certainly is the key to beating him without special kit, I think. Though I did overdo that in one run and died because my character stacked so many speed boosts I found him too hard to get into the right place!

With the controls issue, I've played enough games (at least 20 or so dead dragons!) now with the new version that I don't think it's just bias from the old controls, I think it's playstyle more than anything else. I really like being able to do tactics that involve very quick weapon switches (fire poison/ice arrow then switch to melee for example), which are less intuitive when you have to hold down X or C to shoot, I guess for players who are more into dodging around but still using one weapon. IIRC the holding is another difference, I think you used to be able to just tap the D key once to start firing the arrow whereas you seem to need to hold X or C down now to draw the bow, though I may be misremembering that?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on October 10, 2016, 07:44:02 AM
I really like being able to do tactics that involve very quick weapon switches (fire poison/ice arrow then switch to melee for example), which are less intuitive when you have to hold down X or C to shoot

Oh, I see your point now. Being able to use the same key to attack even after you switch weapons. That makes sense, and actually that was the reasoning the game worked like that before.

I think you used to be able to just tap the D key once to start firing the arrow

Yes. And that was actually one of the problems with new players. Once they did that with D, they never tried holding the key down to shoot continuously, and would also never discover that you can back away from the enemy and shoot back at him. See how this player struggles, for example:

https://youtu.be/5FxRsq0VMW0?t=9m02s

He's just an example, I have seen 80% of players on EGX doing the same.

I'm currently thinking to add a hidden counter in the game. Once you fire 20 magic orbs or, say, 10 arrows, the game would enable the old behavior with D key as well. This would solve the problem, but it might introduce a new one - the controls might feel inconsistent and players will think there's a bug in the game...

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on October 10, 2016, 12:07:53 PM
Could you just have "enable d key to fire ranged weapons" as an option on the main menu "settings" screen that's disabled by default but which people can turn on if they want to?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on October 11, 2016, 09:00:03 AM
Could you just have "enable d key to fire ranged weapons" as an option on the main menu "settings" screen that's disabled by default but which people can turn on if they want to?

Looks like that would be the best option. Although, I hate having such things as options, because it usually means that I failed in game design. There must be some other way...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on October 11, 2016, 11:00:48 AM
I don't see it like that at all - I often like having some options in a good game, because it means the developer has catered for and thought about the fact that people will like playing the same game in slightly different ways :)

(The other option I thought of would be to have the D key unlocked by an actual event, for example killing the first boss, by which time people should have gotten used to the x-c system.)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on October 20, 2016, 10:38:50 AM
I have been quiet with adding new features to the game as I was preparing for the Steam release (http://store.steampowered.com/app/539400). Many bugs were fixed, netcode works properly again, and I made some changes to enable full controller support. That's right, now you can lean back and play it all with a controller, even stuff like entering player names and password codes for online multiplayer.

The Glacier has been nerfed a little bit - the special Freeze All Enemies power is now magic based instead of rage based. It needs 2 mana bars to activate. It's still very powerful, but not game breaking anymore.

I also added health bars to enemies:

(http://bigosaur.com/blog/images/witch-0095-hpbars.png)

I was a little bit conflicted about this change. Neither Castle Crashers nor The Binding of Isaac have those. But Rampage Knights has, and the combat feels better. You would rarely look at the health bar for enemy, but sometimes it gets important, esp. when you're dealing with bigger crowds - it makes it easier to pick those you can one-shot and remove from the battle. I understand some players might not like it, so it's optional. You can turn it off in the Graphics settings.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on October 29, 2016, 09:13:24 PM
I always preferred the Mjolnir to the Glacier in any case, but yes, that sounds a sensible nerfing strategy :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on November 23, 2016, 12:38:14 AM
In case anyone missed it, My Mom is a Witch is on Steam.

(http://bigosaur.com/blog/images/mmiaw600steam.png) (http://store.steampowered.com/app/539400)

http://store.steampowered.com/app/539400 (http://store.steampowered.com/app/539400)

I was in Paris last week, showing it on IndieCade, and now I'm back into development.

(http://bigosaur.com/blog/images/witch-0102-action.png)

Currently working on the Archer character. Should be ready soon. There will be a simple quest to unlock him - collecting 200 arrows in the forest.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on November 28, 2016, 11:57:25 PM
I'll try and produce a let's play video at some point soon - I keep meaning to put more on the Exilian YouTube channel :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on December 09, 2016, 07:37:29 PM
I have been so busy with development (and sick with a flu), so I barely managed to give any updates on the progress. Anyway, the Archer's ready:

(http://bigosaur.com/blog/images/witch-0104-archer.gif)

He shows up randomly in the forest as an NPC and gives you a quest. Once you complete the quest, he will be unlocked and you can select him.

And the game is available on MacOSX and Linux.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on December 10, 2016, 05:12:47 PM
Very nice! I now have the archer, and I'm enjoying the challenges (and doing fairly well at them though I say so myself, though the first time the overdose potion turned up that was a nasty surprise!)

Also, I got bored today and made what might be MMaW's first one-file modpack, making myself a festive variant skin on the red archer:
(http://i.imgur.com/nC1ahoN.png)
(http://i.imgur.com/Vuyu8au.png)

I'm happy to share the file & instructions for use, if that's OK with Bigosaur! :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on December 17, 2016, 09:29:06 PM
It sure is ok. Santa looks super fun  ;D

As for the game... I have been silent because I'm preparing a lot of content for the next chapter:

(http://bigosaur.com/blog/images/witch-0108-executioner.png)

The goblins are storming into the castle. While the guards are fighting back, you are trying to get to the dungeon. You need to go through the keep while the goblins and guards are both attacking each other and you as well. This gives you some interesting tactical options. Do you just evade them and let them battle it out before attacking the winner, or you try to help the weaker side to even out the balance of power.

The next update will feature a new area with different graphics, background music and environment (traps, destructable items). And a couple of new enemies and a new boss.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on December 23, 2016, 11:42:01 PM
Oooo, new boss - will be interested to see how tough this one is to beat, I'm getting alright at the dragon now though it still kills me on occasion.

Also, some bugs that would be good to fix: when you have a string of pets following you (aka if you have the wolf) some of the pets' abilities have problems:

Also, welcome to the new subforum! :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on December 25, 2016, 09:48:56 AM
The fox can't always be moved into position to unlock chests

That one is intentional.

Quote from: Jubal
The item-fetching dog, if it's placed after one of the scout animals (tiger or chicken) in the queue, will carry items to its place in the queue, not to the player, so it will just pick up things and run away to whichever door the chicken/tiger is scouting, which can make it worse than useless!

That's a bug. I'll fix it.

BTW, the dog can be deadly. If you're using a melee weapon and the dog brings you the voodoo doll you are marked with it's easy to kill yourself ;)

P.S. Some new items coming in the next version as well:

(http://bigosaur.com/blog/images/witch-0109-newitems.png)

There's a reusable map, bottomless bag of bombs, and a magic chest that turns mana into gold.

Beside those, there will be a bunch of pendants granting you immunity to fire, ice, poison and petrifying. The Run Like the Wind potion is removed from the pool because it was OP - a new amulet is introduced instead which gives you a permanent speed upgrade.

The Overdose potion is going to be replaced with a Beer item, so that drinking unknown potions isn't so punishing.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on December 25, 2016, 01:50:44 PM
Ah, OK. Though that does mean that the later you get the Fox in your line of pets, the less useful she is.

I don't think there's ever much reason to use the dog in the forest levels - in the castle there are some things behind fences that you can't blow up, but it's pretty rare that there's anything you can't get at in the forest.

I like the look of the new stuff :) If there's immunity to petrifying that presumably means there will be petrifying enemies - does that basically mean one hit will kill you from those if you don't have the pendant?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on December 26, 2016, 09:41:37 AM
I don't think there's ever much reason to use the dog in the forest levels - in the castle there are some things behind fences that you can't blow up, but it's pretty rare that there's anything you can't get at in the forest.

Well, there are situations where it's hard to get to the voodoo doll, ex. if the shaman is on the other side of the screen walled off by a bunch of barrels and you're busy with enemies. And there are some configurations in the locked room where you need 2-3 bombs to get to the pedestal item on the other side. Since it's the first level, you could go to the shop and get a dog to help.

I like the look of the new stuff :) If there's immunity to petrifying that presumably means there will be petrifying enemies - does that basically mean one hit will kill you from those if you don't have the pendant?

Petrification (is that a word?) is a slow process, you have enough time to use the Life Staff or Dragon Fire potion to remove it before you turn into stone completely.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on December 26, 2016, 11:44:30 AM
Petrification is indeed a word :) And yeah, I guess you're right, but I'd still usually choose another pet over the dog.

Another small bug, if you use the sunset scroll on lvl 2 it affects the ogre & battering ram on the end of level cutscene but nothing else:
(http://i.imgur.com/jTvQm5F.png)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on December 27, 2016, 01:29:25 PM
Quote
if you use the sunset scroll on lvl 2 it affects the ogre & battering ram

Fixed it. It will be in the next version. Thanks.

Moving on... A new sword is added to the game:

It's called Thunderstriker currently. If you have an idea for a better name, please tell me.

(http://bigosaur.com/blog/images/witch-0110-thundersword.gif)

It has regular swing and overhead strike attacks and the special rage attack is to shoot a lighting bolt. The bolt doesn't knock down enemies, and does 25 damage/hit, so it can deal anywhere between 50 damage to lesser enemies to 125 damage to a boss. The shorter range of the special attack is compensated by the longer range of the sword (currently it's the weapon with the farthest reach in the game), decent damage and ability to shoot lightning through obstacles.

Get an Infinite rage potion and have some fun.

UPDATE: Lightning staff added as well: https://twitter.com/Bigosaur/status/814242256110710786
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on December 29, 2016, 05:44:31 PM
Is the lighting staff affected by orb split potions, or do the bolts not count as orbs?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on December 30, 2016, 05:14:06 PM
Is the lighting staff affected by orb split potions, or do the bolts not count as orbs?

They do not count, because lightning isn't treated like magic in the game. This also means that increasing/decreasing your magic stat doesn't affect it.

The staff has regular orbs. The lightning attack is only available when you activate it (1/4) and then lasts until the end of the battle, similar to the Fireball staff.

Using a Sorcerer Runestone upgrades both the orb damage and lightning damage. There's also a sword with lightning rage attack, and you can use Sorcerer Runestone to increase the lightning damage for it as well.

Hm, thinking about this, maybe the Fireball staff should do more burning damage as well if upgraded. I need to think about it.

Update: I decided to have a special set of items to upgrade the elemental damage. A different item for fire and lightning damage, and another to extend the freeze duration. The Sorcerer Runestone will be for staves only.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 05, 2017, 03:53:43 PM
That works well, good stuff :)

I'm just still being smug about topping the first monthly leaderboard :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 05, 2017, 06:10:00 PM
I'm just still being smug about topping the first monthly leaderboard :P

 :)

BTW, Chapter 3 is ready:

(http://bigosaur.com/blog/images/witch-0115-chapter3announce.png)

This update brings the castle level, with new graphics and music theme. The goblins and guards are fighting each other while you are trying to reach the dungeon.

Features:

- Executioner boss
- Big Orc enemy fighting alongside the goblins
- The Royal Sorcerer enemy helping the guards
- 4 new pets with new effects
- 3 new weapons
- 15 new items
- lightning based damage
- fire and lightning damage can be upgraded with the new items
- duration of freezing for ice based weapons can be upgraded
- pendants for ice, poison, fire, petrify immunity
- overdose random potion replaced with beer
- orbs can now be upgraded to bounce off the walls
- various reusable items: Magic Map, Magic Chest, Bottomless Bag of Bombs, etc.
- balancing of different weapons, spells, potions, prices
- fixes to enemy AI
- cut scene between chapter 2 and 3 can be interrupted
- other minor tweaks and improvements
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 05, 2017, 07:49:16 PM
Mjolnir + Infinite rage potion should possibly be nerfed a bit somehow.

That is to say, just did my first run of level 3 and took the executioner down really very quickly with that combo, it does a lot of damage and then inevitably does it again on the rebound if you use it right. Not that many hits, at range, and any of the bosses can be taken down.

I like the new stuff! :) Will take a while to work out how to use it. With the element boosts I'd make them rarer - there seemed to be quite a few of them around, and my character didn't have any weapons that could use them so it felt a bit flat that there were so many items and "upgrades" I was getting that did nothing. I'd also consider making some of them upgrade the weapon rather than the player?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 06, 2017, 01:30:28 PM
Mjolnir + Infinite rage potion should possibly be nerfed a bit somehow.

I could nerf the damage, but if the rage is infinite it would just make the fight a little bit longer, nothing else. The same problem was with the Glacier, but changing Mjolnir megathrow to be mana-based doesn't make much sense. Maybe I should just change the Infinite Rage potion to something else. Maybe make it a Double Rage potion or something like that, so your rage fills up really fast for one battle, but you still need to land a couple of hits to fill it. Since the rage fills up only for melee strikes, that would make the fight more interesting.

With the element boosts I'd make them rarer - there seemed to be quite a few of them around, and my character didn't have any weapons that could use them so it felt a bit flat that there were so many items and "upgrades" I was getting that did nothing. I'd also consider making some of them upgrade the weapon rather than the player?

This is tied together. It's likely that you'll find the upgrade before you find the weapon, and having to drag upgrade items with you is no fun (esp. with limited inventory space). The only upgrade with OP potential is the Ritual Icicle, but it has "Max HP down" effect, so it's a tradeoff - if you don't have an ice based weapon, you'll think twice before using it.

As for the rarity, it will be watered down when more items get added to the game.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 08, 2017, 02:42:11 PM
That could work, though I don't think infinite rage is overpowered on any of the non-throwing weapons or bows, it's the speed with which you can pump out weapon throws (just hitting the special attack on mjolnir or throwing axe is often as effective as a bow, lower damage but you deal it so much faster) that seems to be the worst issue... maybe make some distinction there? Would it be possible for it to only allow you another throw after the previous throwing weapon has disappeared, because that would fix it I think? I think I'm definitely finding the mjolnir the most powerful weapon at the moment, though that may just be me.

Also, a tactic I've worked out which you might want to think on whether you want to counter it: potions like super rage and blur run out after one battle, but the game only triggers the battle end when you're in a given room and all the creatures are dead. SO, if you have a bomb or escape scroll, you can drink your potions, start a battle, continue until you're leaving one enemy just alive, then walk off by blowing/opening a door and still use the same potion effect for more or less another whole battle somewhere else, rinse and repeat if you have enough bombs/escape scrolls to do so. Something to think on whether that's something you're OK with players being able to do :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 11, 2017, 02:27:37 PM
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I don't think infinite rage is overpowered on any of the non-throwing weapons or bows

Ice Sword and constant dashing is OP against all enemies. Even the dragon is kept frozen most of the time. Lightning sword is also a killer due to huge lightning damage. With gold arrows bows are also OP. The hammers are mostly useless though.

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I'm definitely finding the mjolnir the most powerful weapon at the moment

Me too. But it's Mjolnir, a divine weapon afterall :)

I considered using a slower animation for throw thus slowing the rate, but it wouldn't be so much fun anymore.

I also considered lowering the thrown damage (i.e. keep 25 damage for melee attack and have something like 10 for thrown Mjolnir), but I feel like it would only make the battles longer while the player will still keep doing the same thing (evading enemies and throwing it around). I feel like it wouldn't make the battle more challenging, just boring.

I think I'll just leave it as it is. As more weapons are added to the game, you will be less likely to get Mjolnir often, so those runs when you do will feel special.

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If you have a bomb or escape scroll, you can drink your potions, start a battle...

Actually I hope more players discover and use that. It's a fun, creative way to use the game and bombs are so valuable for other things you can never get too much of them. Escape scroll is really rare and drop count is limited.

BTW, I envision the final game to be more like The Binding of Isaac or Spelunky than old-school roguelikes. I.e. a skilled player should be able to beat it 90% of the time, but the real challenge will come from achievements and quests - some of which will be really difficult. And speedruns.

The other thing is that levels should get harder after the castle (which is mostly easy due to goblins and guards fighting each other). On the next level (dungeon), you will have a horde of escaped prisoners (thieves, rogues) on your hands, and after that come the catacombs with really dangerous skeleton mages and a necromancer.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 16, 2017, 02:56:36 PM
I'm still finding the castle hard enough - most rooms are fine, but the rooms where you get say 2 mages, 6 guards, and no goblins are exceptionally difficult - even if I have a scroll I'm often dead before I can use it, taking on large numbers of speed-boosted guards on your own is very tough.

And yes, that's fair enough, look forward to seeing some more weaponry :) A couple of thoughts I had - the crossbow as a one-off archery boost is cool, but it also feels odd that the crossbow isn't a weapon in itself. Could a quiver or bracers be used as the "boost" item instead, that would feel like it made more sense?

Also with staffs for the wizards, I'm finding I always just keep using the poison staff in preference to others. The lightning staff takes ages to recharge its special ability, which I find isn't even *that* good (it's OK early on, but if I've managed to upgrade the poison staff properly I'd much rather be pumping out 2-3 10-damage poison globes at a time from that), the fire staff is too much of a liability if everything's happening fast - I might use it in the very, very rare case that I was fire immune but not otherwise, and I don't think (correct me if I'm wrong) that there's much point in using the life staff on solo runs.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Phoenixguard09 on January 16, 2017, 03:35:47 PM
I just wanted to take a moment to congratulate you Bigosaur on your work. I have enjoyed several hours of gameplay now, and intend to enjoy several more when I get the time.

Excellent work. :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 17, 2017, 06:19:41 PM
Another thought - I currently find it too easy to accidentally trigger the new boost items when I don't want to (for example because I'd rather use a replicator scroll on them first); I'd find it easier and have fewer such "accidents" (which can be very annoying if you say trigger the icicle while you're trying to fight remaining guards after a boss drops it) if I took them into my inventory and then triggered them rather than just directly "grabbing" the upgrade.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 18, 2017, 10:43:15 PM
feels odd that the crossbow isn't a weapon in itself.

I thought about that, but having to pick up bolts on top of arrows seemed like too much. The other idea was to just make it shoot with unlimited ammo, but I felt like it wouldn't be a very interesting mechanics. 

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Could a quiver or bracers be used as the "boost" item instead, that would feel like it made more sense?

Yes. I never though of that, but I already have some archery upgrades planned, and I was thinking about possible graphical representation, so I could use that.

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Also with staffs for the wizards, I'm finding I always just keep using the poison staff in preference to others.

I'm split between Snake staff and Meteor staff, even though Meteor staff is nerfed it still stuns both the Ogre Mama and the Executioner and I can use it with a voodoo doll to deal decent damage to dragon. And I can still use it to rob all the shops even if my speed goes below default (6).

The lightning staff takes ages to recharge its special ability, which I find isn't even *that* good.

It doesn't do much damage, but it can shoot through walls. It's really useful for some tough rooms on the battlements where you can kill everyone through the fence or behind the rocks. In the castle there aren't any vertical obstacles, so it's mostly useless, but that will change in the dungeon/catacombs levels. It's also a decent off-hand weapon for the Knight because the lightning attack isn't magic based.

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The fire staff is too much of a liability if everything's happening fast - I might use it in the very, very rare case that I was fire immune but not otherwise

That's why it isn't always "on", but you can activate the fire when you needed. When I add more bosses to the game, and there's not always a fire-resistant dragon, it will make more sense. BTW, there's a fire mage character planned that you will be able to play and he would start the game with fire resistance. So, that weapon was meant for him.

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and I don't think (correct me if I'm wrong) that there's much point in using the life staff on solo runs.
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Well, if you like risk/reward situations, you can use it to drain HP from the bosses. Stock some mana potions and you can do it multiple times per battle. Not really useful for mages, but as a Knight/Archer you can use it as a good healing item and boss HP drain.

There will be some more uses like petrified statues you can bring back to life and also stopping the petrification process against the Medusa boss, but that's the future...

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 18, 2017, 10:44:03 PM
I just wanted to take a moment to congratulate you Bigosaur on your work. I have enjoyed several hours of gameplay now, and intend to enjoy several more when I get the time.

Excellent work. :)

Thanks!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 18, 2017, 10:58:24 PM
New content coming soon. Player vs player mode (local only) for 2-4 players. There will be about 15 different arenas - just like regular forest, battlements, castle levels, but without enemies. And items and weapons drop randomly on the ground or pedestals while the players are fighting each other until only one is left alive. Here's the screen showing the results between rounds:

(http://bigosaur.com/blog/images/witch-0118-pvp.png)

To make it more interesting, a Bushido will spawn at a preset "sudden death" time, and chase the players around.

You will be able to select one of the unlocked heroes or a Goblin Berserker - that's the one with the axe.

And here are some new bows that will be in the next version as well (if you have unlocked the Archer):

(http://bigosaur.com/blog/images/witch-0119-bows.png)

P.S. Gold bow + gold arrow + rhino = chance for 280 dmg/shot. ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 19, 2017, 07:48:52 PM
I'll be interested to see what they do! I like the look of the vine-covered bow :)

And yes, I suppose I rarely find I have the inv space to want an off-hand weapon as the knight (if I do it'll often be a bow or throwing weapon) but I guess there may be some tactics with those staffs.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 20, 2017, 05:14:46 PM
I guess there may be some tactics with those staffs.

It still isn't definite. Maybe I'll make the lightning and fire damage scale with magic skill. We're still a long way from version 1.0. I need to play the game more too, to see what kinds of decisions I would make on 10th or 20th run with similar choices. Currently I'm more focused on adding new stuff than testing (I play maybe 2-3 runs per day).
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 25, 2017, 12:07:26 PM
A few actual bug reports!

In runs where the bear is present (I think it's only when the bear is present), boxes and barrels sometimes break randomly and spontaneously regardless of whether the bear is near them or indeed whether you have the bear as a pet at all. Had that happen on a few occasions.

The executioner gets very upset and gets stuck in one place if you try to burn him (it may also be when he tries to do a specific attack after being burned, it's quite a hard one for me to test thoroughly). His legs disappear and he goes a bit glitchy.

I recently had a run where, after picking up the guard captain's sword on the battlements (as wizard), I got text saying "press d for quick attack" which turned up next to me every time I wielded the sword and wouldn't go away.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Glaurung on January 25, 2017, 12:25:52 PM
The executioner gets very upset and gets stuck in one place if you try to burn him .... His legs disappear and he goes a bit glitchy.
I'm not familiar with the game, but in general this sounds like quite reasonable behaviour if you try to burn someone. I think I too would get very upset and go a bit glitchy; depending on the level of damage I might well get stuck in one place, especially if I had no legs left.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 25, 2017, 12:59:14 PM
Reasonable perhaps, but it's a bit out of character given that blowing him up, poisoning him, etc, don't invoke similar reactions. It makes him rather easy to finish off, as on account of the lack of legs one can just hit him repeatedly with any regular attack. And oddly enough using any sort of special/rage attack on him seems to make his legs reappear, which is not very medically reasonable by any standards!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 25, 2017, 02:51:38 PM
In runs where the bear is present (I think it's only when the bear is present), boxes and barrels sometimes break randomly and spontaneously regardless of whether the bear is near them or indeed whether you have the bear as a pet at all. Had that happen on a few occasions.

That's really strange. Could you activate the auto-recording in the Settings menu and confirm that on a replay when it happens the next time?

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The executioner gets very upset and gets stuck in one place if you try to burn him (it may also be when he tries to do a specific attack after being burned, it's quite a hard one for me to test thoroughly). His legs disappear and he goes a bit glitchy.

I have seen this one two days ago and I'm trying to hunt it down, but cannot reproduce it. It happened twice to me, but I didn't connect it with fire. He seems to get stuck in the "laser" animation and legs just start blinking. I just had a run where I burned him with arrows fired from the Brimstone bow, and he didn't glitch, so something really strange is happening there.

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I recently had a run where, after picking up the guard captain's sword on the battlements (as wizard), I got text saying "press d for quick attack" which turned up next to me every time I wielded the sword and wouldn't go away.

I added that notice because I noticed some players would only use the strong attack all the time. But, there's a bug that doesn't remove the message when you finally use the D attack. I fixed it yesterday, it will be in the next version.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 25, 2017, 03:06:04 PM
OK, I've turned on auto-record, I'll let you know if the exploding barrels thing happens again.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 25, 2017, 03:08:58 PM
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The executioner gets very upset and gets stuck in one place if you try to burn him (it may also be when he tries to do a specific attack after being burned, it's quite a hard one for me to test thoroughly). His legs disappear and he goes a bit glitchy.

GOT IT! It was the fire afterall, thanks for reporting. It didn't happen to me because I never allowed him to shoot the laser after he was burned. The thing is that the burning animation uses the identifier "fire" in the game, but I completely forgot that, so when I added animations for the Executioner I named his laser-fire animation "fire" as well. Once you burn him, the laser fire animation would get mixed up with burning animation and the glitching would start.

Fix coming ASAP.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 25, 2017, 09:15:40 PM
A new version is up with the bugfixes and the Troll Bridge. There's about 10% chance you might get it. Here's a video how I played through the game with the Glacier + Icicle:


The troll is at 1:30:

https://youtu.be/gU5bxCPfVmo?t=1m30s

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 27, 2017, 11:19:25 PM
I like the troll bridge, more one-offs like that would be great :) And the new furniture in the third level is good too!

I saw someone got like 100,000 on a recent daily challenge, btw (Jan 26) - do you have any idea how? Also, it would be good to somewhere have a list of what actually gains how many points in the daily challenge, as I'm still not quite clear...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on January 29, 2017, 09:20:58 PM
do you have any idea how?

No idea. Either cheating or found some exploit. I plan to track some hidden variables in the submitted hiscores so I can track it down and see whether the player is tempering with the score (in game's RAM) or has found some bug/glitch to make points.

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Also, it would be good to somewhere have a list of what actually gains how many points in the daily challenge, as I'm still not quite clear...

I plan to add that. Until then, here are the things that count: seen rooms, completed levels, collected coins (magic chest counts too), potions used, bombs exploded, scrolls used, gold chests unlocked, pets acquired. This means that you can use some bad potions/scrolls to get a higher score.

If two players are playing, it counts only for actions that the first player does.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on January 29, 2017, 09:23:43 PM
OK, that was the list I had worked out as well, good :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on February 04, 2017, 06:37:28 PM
A new batch of weapons is coming soon in the game. Here's the Rogue Sword's special effect that hides you from the enemies:

(http://bigosaur.com/roguesword.gif)

This update will bring 2 new axes and 4 new swords with special effects. There are some other changes: thrown weapon damage now scales with Melee skill and I changed some items to make more sense: eating a Mushroom removes Hunger, drinking a Beer removes Hunger instead of removing Poison.

I also added a hidden score counter to the posted hiscores, so we can catch if some players try to cheat using CheatEngine or other program that manipulates score in RAM.

P.S. The game is featured in IndiePrize 2017 in Berlin next week (7-9 February). If you're coming make sure you drop by and play a demo. There will be some new stuff in it as well.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on February 08, 2017, 03:38:30 PM
OK, a question - is there a good tactic for rooms with sky-wizards (esp if there are 2), several guards, and no goblins? That's one of my biggest current issues; especially if there are two of them, the speed boost becomes quite OP if there aren't any goblins around to fight back, unless I'm missing something.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on February 12, 2017, 08:28:51 PM
OK, a question - is there a good tactic for rooms with sky-wizards (esp if there are 2), several guards, and no goblins? That's one of my biggest current issues; especially if there are two of them, the speed boost becomes quite OP if there aren't any goblins around to fight back, unless I'm missing something.

I tend to save scrolls like Gamble, Barellize and Peace for those kind of rooms. I often dump some other weapons/items on previous levels just to be able to bring in such scrolls into the castle. Having a turtle pet and/or ice hammer (+icicle if possible) also helps a lot to kill the wizards quickly. If you're out of all of those, then bombs can help if you saved a couple - because the mages stop moving while they're casting spells. Of course, depending on the room layout and enemy positions it can be really hard to pull that off.

If there are a lot of traps in the room, you can trick the guards to get hurt that way. Also, if you have a lightning based weapon you can shoot+stun many of them at the same time, so saving mana for Supercharger or improving rage buildup for Thunderstriker is really important. Here's an example of a run I had recently where I cleared such rooms multiple times (1 mage only though) with Supercharger:

https://youtu.be/wIrMkQu1xEg?t=22m45s (https://youtu.be/wIrMkQu1xEg?t=22m45s)

If you only have basic weapons, it's really hard, so using Escape scroll or bombing one of the doors and getting out might be the best option. Not all enemies have to be defeated.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on February 15, 2017, 12:02:32 PM
OK, that's basically how my strategy already goes - it just feels a bit too common that I literally *have* to go through rooms like that and often don't have the scrolls/kit I need to do it successfully. I've started picking up and using the speed-boost magic thingy a bit more which is helping, but nonetheless; sometimes it's just so fast/so many enemies that I don't have time to cross a room, bomb a door, and escape; I've been caught already by that point!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on February 19, 2017, 07:31:47 PM
sometimes it's just so fast/so many enemies

Agreed. However, it's as-designed.  >:D

You do literally have to go through at least one of those rooms. The rooms are not completely random, there's a 10% probability of guards-only room, and the room before the boss room is always guards only (unless it's a shop). Since the game will probably have 5 levels on the first playthrough (you unlock levels 6 and 7 when you complete the 5th level for the first time and unlock the "hard mode") you're already deep in the game and the difficulty has to ramp up.

I don't have time to cross a room, bomb a door, and escape

Use Ice Hammer to buy some time, or Rogue Sword and just sneak through. ;)

I watched some video a couple of days ago and read some player comments on Enter the Gungeon vs The Binding of Isaac and this made me think about the game a little bit. I feel like the game should be hard, but you should be powerful. So, I think I will revert some stuff I nerfed recently. For example, I'm changing back the Ice Hammer to be rage based. Since Infinite Rage potion is removed, you can never have too much freezing  ;D I'll probably just shorten the default freeze time a little bit, but it should make it more fun to play.

I'm also considering to rework the rune system, have the Damage Rune (melee,archery,magic) and Range Rune (magic,ranged) combined and use the extra runes to power up some other aspects of the weapon (elemental damage, special effect duration, etc.). Not still sure how would that work, but I'd like to reduce number of useless items you might find.

Also, adding more potions with positive effects (currently it's around 55% good, 45% bad ratio) would make it less risky to drink potions and the players would be able to power up before they get into tough areas.

Still, I'm beating the game about 50% of the time with a mage, and around 30% of the time with Archer and a Knight which I feel is a good difficulty range I want to have. Currently I want the game to be more like Spelunky in that regard.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on February 19, 2017, 08:32:02 PM
Yeah - I think I'm probably beating the game a slightly lower % than you, but if that's what you're aiming for then that seems about right :) I guess it may change once levels 4 onwards are in there, how strong the incentive is to save scrolls, etc.

Agreed that ice hammer would now be OK rage-based - especially now there are more weapons so less chance of getting it anyway. I really like the idea of doing that with the rune system; it would be very nice to occasionally be able to get a weapon and then add an elemental effect to it etc. As for potions, I more or less never drink potions unless I've ID-ed them or I've got a dragonfire potion handy at the moment, which may suggest the current risk is too high (though I'm quite a risk-averse player in some ways).
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on February 22, 2017, 11:43:31 PM
Due to some players complaining about the difficulty, I decided to avoid having Easy/Normal/Hard option, but to give players some powerful boosts until they manage to beat the bosses. The starting boosts are Books your Witch mother left for you.

At first, you get a Book of Life that gives you 100 extra HP. You keep getting this book until you defeat the Ogre Mom. This helps with the fact that the player is still learning the ropes and the goblins do a lot of damage.

After you beat the Ogre, the subsequent runs give you the Book of Ice which freezes enemies for 3 seconds every time you enter a new room. This helps from dying too quickly against the guards. You gain a couple of seconds to survey the room and position yourself.

After you beat the Dragon, you start getting the Book of Fire, which sets all enemies on fire as you enter.

After you beat the Executioner, you start getting a random item. Those items aren't as powerful as Mom's books, but still provide some help.

The idea is that once you reach Mom in the Dungeon, you will unlock her (you can play as her) and then you won't be getting items anymore.

Any thoughs or comments on these changes are welcome.

P.S. Beside the books, there are 6 new items and 2 new potion effects in the game. The new version is already up, so you can try it now.

P.P.S. There will be a fourth book - the Book of Death. It will allow you to kill yourself and come back as undead. This will change the game as you won't be able to heal using the health potions, but by killing the enemies. You will have an appearance of a skeleton and maybe you will be immune to some things, like the magic the skeleton mages will use in the Catacombs level. I still haven't figured out this completely, so I'm putting this book aside until I create the Catacombs level and all the enemies there. However, if you have some cool ideas about playing as an undead, I'd love to hear them.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on February 24, 2017, 03:11:59 AM
Right, got all the new achievements - one thing to note, you don't currently seem to get the achievement for beating a boss if you barrel-roll-scroll it, I don't know if this is intentional!

I'll have a think about undeath - something like immunity to knockdown like the orc-thingies have would be a big and interesting change? Immunity to poison would make sense too, hard to poison a skeleton!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on February 25, 2017, 01:28:13 PM
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you don't currently seem to get the achievement for beating a boss if you barrel-roll-scroll it, I don't know if this is intentional!

Yes. Also, Gamble scroll allows you to get the Dragon and Executioner achievement on the first level with goblins helping you beat the Executioner because they belong to different factions ;)

Quote
I'll have a think about undeath - something like immunity to knockdown like the orc-thingies have would be a big and interesting change?

I think it would be too hard to play without it. When you get surrounded on all sides getting knocked to the side is the only way to escape. Also, I feel like the skeletons should have even less poise than full bodied enemies.

Quote
Immunity to poison would make sense too, hard to poison a skeleton!

Yes, complete poison immunity is planned. And maybe inability to drink and eat since they have no stomach.

BTW, I was thinking how magic staves feel a bit weak, and the reasoning that you have no motivation to use the Life Staff or Heal Staff for combat. Because of this I'm changing the base orb damage for those from 6 to 10. I'm also buffing the Supercharger base damage from 6 to 8 to compensate for the higher mana cost of the lightning spell.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on February 25, 2017, 09:11:05 PM
Approve of the magic staff tweaks, that sounds sensible :) And yes, that's a fair point regarding being knocked back.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on February 27, 2017, 12:32:01 AM
A new version is coming soon. It features a new forest area (similar to the Troll area), where you need to stomp on the pests to get the rewards (they drop runestones):

(http://bigosaur.com/blog/images/witch-0134-garden.png)

And I have improved the UI to make the effect icons more understandable:

(http://bigosaur.com/blog/images/witch-0133-effectnumbers.png)

The Rogue Sword is getting an upgrade. When you are concealed, the next few attacks have Sneak Attack bonus which starts at +100 damage and quickly drops to zero. Basically, you can sneak up on one enemy and one-hit kill him, or maybe do about 150-200 damage to a boss if you swing the sword really fast. The bonus applies to any melee weapon.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 02, 2017, 12:24:26 AM
I really like the pest stomping - I wonder if having more pests that are there for longer but only say a 50% chance of getting a runestone might be better? It feels like there are very few of the pests and it's all over quite fast. But it's a good minigame and I really like it :)

Also, looks like I topped the leaderboard for another month, I should let someone else have a chance really :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 03, 2017, 12:58:07 PM
(http://bigosaur.com/blog/images/witch-0135-boars.png)

The third themed forest area is the hunting ground. Well, not really hunting, but more like taming the beasts. Depending on the number of players playing there's one or more wild boars walking around. You have to chase them down, or hurt them from the distance to tame them. Once tamed, you can mount and ride them which gives you +2 speed.

While you are riding, all the damage taken is split between you and the animal. The boars eat all the food, which heals them. If you get the Hunger curse, you can remove it with the Dragonfire Potion, drink a Beer, eat a Mushroom, or find a way to get off the boar. For example, if a Goblin Shaman drops a meteor on your or someone stomps a Voodoo Doll you're marked with.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 03, 2017, 01:01:23 PM
Piggles :D

I've had some good runs lately (sadly not during the daily challenges in the last few days, but ah well), and worked out some nice tactics with the retaliator - if you can get poison immunity and the retaliator, and either some health potions or toughness potions or both, you can currently stand in front of a poison firer for a bit, take say 30pts of damage then heal up before going into the executioner level, and be doing some very, very big hits when you get there!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 03, 2017, 01:22:00 PM
Piggles :D

I've only played about 20 testing runs with them and I feel really sad when the enemies manage to kill them. But, they stay on the screen, so you can revive them with the Life Staff ;)

BTW, they aren't in the Steam version yet, I need to do more testing with various effects/situations. The version will be 1.6.5 or higher.

I've had some good runs lately (sadly not during the daily challenges in the last few days, but ah well), and worked out some nice tactics with the retaliator - if you can get poison immunity and the retaliator, and either some health potions or toughness potions or both, you can currently stand in front of a poison firer for a bit, take say 30pts of damage then heal up before going into the executioner level, and be doing some very, very big hits when you get there!

Yes! Similar with fire/ice immunity. But the poison immunity is even cooler if you get Mushroom level in the forest and bring those 11 mushrooms to the castle. You can buff the Retaliator like crazy and then just one-shot the boss ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 03, 2017, 10:32:41 PM
Look forward to seeing them, anyhow :) Will the other levels each have some special rooms possible as well?

And yes, I hadn't thought of that... it's interesting with the challenges at the moment how the points system really changes my playstyle, especially pushing me to drink extra potions etc to get points. I play very differently when I'm just doing runs on my own!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 05, 2017, 10:24:00 AM
Will the other levels each have some special rooms possible as well?

Yes, but not so many. The forest should have about a dozen in the final game, because you play the forest every time you start a new game and I want to make sure it's always interesting. I already have some ideas like a Jousting tournament, a pond for fishing, long-jump competition, ...

especially pushing me to drink extra potions etc to get points

Yes. I have seen this too, even if I know the potion is bad, I would still drink it for extra points. But I guess that's good - it makes the daily challenge special.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 05, 2017, 04:38:06 PM
I'm creating the sorcerer character currently and she has a staff that can create food. I'm not sure what would be a better description for the staff: "Provides food" or "Provisions food" ?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Glaurung on March 05, 2017, 05:05:43 PM
I would choose "Provides food", or maybe just "Makes food". "Provisions" is already a noun meaning "food"; it's sometimes also used as a verb meaning "provides", but I think only in specific technical contexts.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 06, 2017, 11:06:27 PM
Agreed with Glaurung :)

I got killed by the troll in the daily challenge again... I should really get over my pride and actually pay the fee sometimes, I just keep fighting the thing and dying because I don't want to pay :P

Also - I'm not sure there are enough things to counter poison at the moment. The two potions that do it aren't that common, and the number of poison shooters in the third level is quite large potentially...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 08, 2017, 10:55:25 AM
Agreed with Glaurung :)

Thanks to both of you. I had to rush her into the game last night because of an important bugfix. The quest to unlock the mage will come in later.

I got killed by the troll in the daily challenge again... I should really get over my pride and actually pay the fee sometimes, I just keep fighting the thing and dying because I don't want to pay :P

 :o  ;D  >:(

I often pay to pass and come back later when I have better weapons to get my gold back ;)

Also - I'm not sure there are enough things to counter poison at the moment. The two potions that do it aren't that common, and the number of poison shooters in the third level is quite large potentially...

There's also an amulet which you can get at the start or find it somewhere along the way. I feel like adding more means to stop poison would make the amulet worthless.

Also, playing while poisoned adds excitement  >:D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 08, 2017, 12:44:20 PM
I think it's the fact that poison from the shooters seems to be permanent and doesn't go away even when you reach zero health - it's worse than fire, because you never really get a chance to recover, and it's both harder to cure and bites harder than hunger. So if you didn't get the amulet, antidote, or dragonfire on that run, poison is just a death sentence which annoying and frustrating. The poison from eg the mushrooms is fine and far more fun as that only lasts for a certain number of battles, so you have a big incentive to rush some battles and take some risks. But it seems a big penalty if you didn't happen to find the right items and got hit by a poison shooter for it to be "this will keep draining all your health permanently".
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 08, 2017, 10:37:59 PM
if you didn't get the amulet, antidote, or dragonfire

Retort also helps. Carry it with you and create potions until you get one of those.

But the best way is to simply avoid going close to poison spitters. I often take a hit from enemies instead of going into the middle of the screen.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 08, 2017, 11:41:42 PM
Yeah, I guess - I suppose my feeling is that it's odd that the poison is so much nastier than the fire or ice shooters, as mentally the player probably expects them to be roughly equal. But fair enough :)

I'm liking the sorceress for playstyle btw - super powerful when combined with the retaliator and the standing-in-front-of-an-ice-shooter trick!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 14, 2017, 12:37:50 PM
I'm liking the sorceress for playstyle btw - super powerful when combined with the retaliator and the standing-in-front-of-an-ice-shooter trick!

Yup. Especially if you get a Mana Canteen early and save up all the mana for later ;)

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 15, 2017, 12:32:09 AM
Indeed :) Though I'm mostly running with an archer as my main challenge character at the moment, the ability to deal really big hits on third level is definitely a plus.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 15, 2017, 08:04:50 PM
(http://bigosaur.com/blog/images/witch-0142-golem600.png)

A new boss is added to the forest area. He starts showing up after you defeat the Ogre Mama, or you play 20+ games. As you would expect from a golem, he is immune to poison. This one being an Earth Golem makes him also immune to meteors and petrifying. Now, this might seem tough, but he's still a first level boss, so once you learn his attacks it shouldn't be much harder to beat him.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 17, 2017, 06:28:11 PM
I'm making a bunch a of new magic staffs. So far, I have the Turret staff, that creates a standalone copy of the staff that hovers mid-air and shoots at the enemies on its own.

The second one I'm making is an Earthquake Staff. Not being a native speaker, I'm unsure what to put as the description. Maybe "evokes earthquakes". Alternatives I considered as "produces", "triggers", "initiates", "induces", "incites". Which word would you use?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Glaurung on March 17, 2017, 06:35:26 PM
I think "triggers" is probably best. All the others also mean "cause something to start", but (in a typical English-language way) each one has a subtle shade of meaning that's not quite right for earthquakes.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 18, 2017, 01:01:05 AM
Agreed with Glaurung, triggers is the best option.

I like the golem boss! I think he's mid-range between the ogre mama and the dragon so far, I'm not sure it's so easy to take him on with basic weapons, especially as the knight, but he mostly feels about right in terms of difficulty :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 18, 2017, 08:26:52 AM
I think "triggers" is probably best. All the others also mean "cause something to start", but (in a typical English-language way) each one has a subtle shade of meaning that's not quite right for earthquakes.

Thanks.

I just realized I need more text to explain that "the stronger your magic, the more rocks the earthquake destroys", so I'll probably put something like "stronger magic destroys more rocks" (<- if you can come up with a shorter phrase, please let me know) and avoid the whole "triggering" business. Players will deduce that it's earthquake from the weapon's name and the effect they see on the screen.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 18, 2017, 01:36:30 PM
Yeah, that sounds fine :) I'll have a think, though I'm not sure if the wording can get much more condensed than that...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 21, 2017, 11:59:02 PM
(http://bigosaur.com/blog/images/witch-0144-king.png)

After you beat the Executioner, you proceed to the throne. The king greets you and explains that your witch mother wasn't really kidnapped. The king called for her because he has a major problem in the catacombs: Someone or something is raising the dead, and she's the only one who can stop it.

You can choose to peacefully enter the dungeon and find your way to the catacombs. Or you can attack the king. If you defeat him and his guards, you can take the Royal Scepter, which enables you do summon castle guards to aid you.

Beside the scepter, a bunch of new weapons are added to the game: the Shepherd Staff turns enemies into sheep, the Turret Staff creates standalone copy of the staff that autonomously shoots at the enemies and the Earthquake Staff knocks down all the enemies and destroys some rocks. The stronger your Magic skill, the more rocks will be broken. For combat, Earthquake Staff is a melee weapon - you can strike or knock down enemies, similar to Warbreaker Hammer. The Earthquake Staff is currently the only weapon that scales both with magic and melee skill. This means that you can upgrade it with both Warlock and Blacksmith runestones.

Beside all this, two new room types have been added. First one is the Scroll shop, which sometimes shows up as an alternative to the Potion Shop. The shop offers all four types of scrolls for that run at a low price, and you can buy an identify scroll for only 10 gold coins. The second one is a special room in the castle where the Ogre Mama is fighting the castle guards. It can only show up if the Ogre Mama boss is absent from the forest.

Additionally, the Fireball Staff now adds 1-battle fire immunity to the caster who activates the fireball buff.

I also fixed the hitbox for the sword strike of the Guard Captain. It was wrong on the first strike, so she could sometimes hit targets that are far away from her (sometimes even on the opposite side of the room). This is fixed in version 1.8.6.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 22, 2017, 12:48:32 PM
Ahh, I think that hitbox error may be what was exploding boxes randomly sometimes! New stuff all looks great, look forward to playing it... (I do question whether the King could have just told you about this *before* you slaughtered most of his guards, that said!)

I still think you should add a "tavern" shop that has a different look/set of items but always sells at least 2-3 beer, with other options maybe including the goat, the dog, a basic bow, and a key (and consequently remove beer from the potion shop's options, it feels odd to me buying booze from a potion seller for some reason and it could be done quite nicely to a theme). :)

(I also still think that poison shooters in the castle level are OP and should be more like poison 5b rather than permanent poison, just got caught by them on another run - I really do think there needs to be a 4b/5b limit which would actually make the player feel incentivised to fight on with low health rather than just feeling like they may as well give up, which is how I usually feel in those circumstances.)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 23, 2017, 02:23:05 PM
I still think you should add a "tavern" shop that has a different look/set of items but always sells at least 2-3 beer, with other options maybe including the goat, the dog, a basic bow, and a key (and consequently remove beer from the potion shop's options, it feels odd to me buying booze from a potion seller for some reason and it could be done quite nicely to a theme). :)

Nice idea. I was thinking about something similar, perhaps with an option to hire a Bushido (the shop guard guy). However, I feel like he's OP, so he would have to be expensive (say 500 gold), but then it wouldn't make sense to have that in the forest. So, I just set it aside until I figure out something better.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 23, 2017, 02:42:23 PM
Could you have a hireable companion in the tavern room that changed partly depending on level? So a tavern in the forest would give you the chance to hire someone fairly useless, but one in the castle would give you the Bushido option...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 24, 2017, 08:48:51 AM
Could you have a hireable companion in the tavern room that changed partly depending on level? So a tavern in the forest would give you the chance to hire someone fairly useless, but one in the castle would give you the Bushido option...

Good idea. I think that could work.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 25, 2017, 06:09:30 PM
(I also still think that poison shooters in the castle level are OP and should be more like poison 5b rather than permanent poison, just got caught by them on another run - I really do think there needs to be a 4b/5b limit which would actually make the player feel incentivised to fight on with low health rather than just feeling like they may as well give up, which is how I usually feel in those circumstances.)

I was thinking a lot about this yesterday because I'm making a Hornet boss which has a poison attack. And then I figured out what might be the problem: do you know that the Healer NPC (the one that shows up in Potion Shop) has a staff you can use the remove the poison? And it always drops when you kill her.

To recap, if you get permanent poison you can:


I feel like there's enough options to remove poison, you just have to be prepared. If you see a Potion Shop, maybe it's time to risk it now and have a poison-removal option with you at all times. Just like carrying a potion or Retort it takes an inventory slot, so it's a trade-off player needs to consider.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 25, 2017, 06:17:37 PM
BTW, here's a new video


I got a Mana Canteen and no useful magic items/weapons, so I had around 30 mana when I defeated the King and took the scepter. So I summoned about a dozen guards to fight for me. That part starts here:

https://youtu.be/z86JYOAwTTo?t=26m22s


Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 29, 2017, 01:38:38 PM
(http://bigosaur.com/blog/images/witch-0147-hornetboss.png)

A new boss is added to the Battlements: A giant Hornet Queen. She can attack you or lay eggs from which the regular hornet enemies hatch. Both the Queen and the regular hornets have poisonous attack. The poison wears off after one battle.

(http://bigosaur.com/blog/images/witch-0146-hornetsting.gif)

This boss starts showing up after you defeat a Dragon (either a fire or the ice one).
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 30, 2017, 10:16:55 AM
I'm taking a bit of a break from the daily challenges, looks like there'll be plenty more to murder me when I get back :)

It's interesting how much some of these tweaks change my strategy - I used to regularly run and do the boss level for forest as soon as I saw it, in case it gave me something useful like the mana carrier that I could build up with. I'm completely stopping doing that since the golem was added, I'm definitely finding the golem far harder than the ogre mama and possibly harder than the dragon, especially trying to tackle it in melee where it has very big close-quarters attacks and you can only get a solid set of hits during one of its attack moves (head-bowling, which it doesn't do that often).
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on March 30, 2017, 01:14:13 PM
It's interesting how much some of these tweaks change my strategy - I used to regularly run and do the boss level for forest as soon as I saw it

Funny, I was doing the same. Now I always make sure I have a Voodoo Doll with me before the boss fight. It makes it so much easier because you can throw it anywhere on the screen, stand on it and make him drop meteors on it.

head-bowling, which it doesn't do that often

You can trigger it if you stand right in front of it.

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on March 30, 2017, 08:26:58 PM
Ahh, hadn't worked that out - I've been terrified of standing in front of it in case it giant-fist-hits or rolls into a ball at me... and yes, the voodoo doll does seem like a good plan!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 01, 2017, 08:44:33 PM
(http://bigosaur.com/blog/images/witch-0150-meetfiremage-amanda.png)

The Pyromancer character is ready (not yet in the Steam version, I need to do a lot of testing first). He starts with the Fireball Staff and has permanent fire immunity. This means you can walk on campfires which makes some rooms much easier. The fire spitting traps in the castle and the Red Dragon's breath only do a small impact damage to him, but cannot set him on fire. Because of all these advantages he starts the game only with 3 health bars (60 HP).

He can be problematic for co-op, as you can easily set the other player on fire. A good strategy is to give the Fireball staff to the other player to activate, so he gets fire immunity. Or, if the other player is a magic caster, just swap the staffs at the start and play like that.

To unlock the Pyromancer, you have to find Amanda somewhere in the forest and escort her to one of the shops in the castle. This means that you have to go all the way through the Battlements level without her dying. It's a very challenging and interesting quest to complete.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 02, 2017, 11:59:10 PM
Ooh, looking forward to meeting the pyromancer :)

Recent testing notes: I've encountered the hornet a couple of times now - works well and seems balanced, similar toughness to the dragon, the second time round the poison did the damage and I got taken down shortly thereafter, first time I had a powerful wizard with good spread of orbs and took her down without injury. The mana cost for a couple of items doesn't quite stack up to me - I think the bag of bombs costs is one or two too high, and the royal sceptre perhaps a little low? I'm still not convinced on the eternal poison shooters either after some more testing - it's not because I think it's unfair per se, but because it feels too powerful for a little dart-shooter compared to the fire and ice ones where you can recover more easily: I'd be more inclined to switch and have a permanent poison effect coming from the hornet queen's sting and only a temporary one from the shooters, because the boss feels more appropriate as a really powerful effect that the player should prepare and use inventory slots for, whereas a really powerful effect that you need to actively prepare for coming from a regular bubble-shooter just feels embarrassing. Of course it's your call though, and my problem with it is more about the feel of the thing than a real balance issue. I also used the turret staff for the first time and killed the king, both of which work well and are fun. The summoned guard didn't seem to have a health bar which confused me a bit? I've still not managed to find and use the shepherd staff yet, but I'm looking forward to doing so :)

Also, one query - will the strawberry wand/staff be available other than as that specific character? It could make for some nice combos with other characters (as it allows keeping a boar alive much longer) if it was available as a rare item in chests or rocks or something.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 03, 2017, 08:33:06 AM
I think the bag of bombs costs is one or two too high

Bombs have many uses and can make any run OP since you can use a bomb to escape any room except the boss room. I initially tried a couple of runs with cost being 5, and I noticed that I would only use mana for bombs. Also, if two or more players are playing any lower cost would mean creating a lot of bombs.

Quote
the royal sceptre perhaps a little low?

Possibly. I plan to balance that once we have 4th level (Dungeon).

Quote
I'd be more inclined to switch and have a permanent poison effect coming from the hornet queen's sting and only a temporary one from the shooters, because the boss feels more appropriate as a really powerful effect that the player should prepare and use inventory slots for, whereas a really powerful effect that you need to actively prepare for coming from a regular bubble-shooter just feels embarrassing.

I never considered that point of view. I'll have to think about it and maybe change it.

Quote
The summoned guard didn't seem to have a health bar which confused me a bit?

In the first version they were all the same color, so I thought that would be a good way to separate summoned ones from regular ones. But now that we have two colors, perhaps I should add a HP bar.

Quote
will the strawberry wand/staff be available other than as that specific character? It could make for some nice combos with other characters (as it allows keeping a boar alive much longer) if it was available as a rare item in chests or rocks or something.

I guess I could add it as a low-chance drop in the rocks, just like the Snake Staff.

Thanks.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 06, 2017, 11:12:09 PM
The VioleNt Knight is a new boss for the 3rd level (Castle):

(http://bigosaur.com/blog/images/witch-0151-violent.png)

They come in tandems and start showing up after you defeat the Executioner. The knights are small in size and have a moderate amount of HP, but are really quick. They have a regular strike attack and a dashing attack similar to the playable Knight character. One of the knights always drops his sword, which players can pick up and use. The sword has the greatest reach of all the swords in the game and does 10 base damage (+12 for strong attack). The sword's special ability is giving full rage to the player after every kill.

Beside the new boss, I made several bug-fixes and improvements:

- The Hornet Queen now tries to catch up to the player before doing the sting attack
- Telepathy potion effects now stack over multiple battles if you drink more than one
- Dashing attacks now have a damage threshold below which they cannot be interrupted
- Escape scroll no longer opens the doors blocked with the stone rubble
- Added a sound effect for the Royal Scepter summoning effect
- The Strawberry staff can be found randomly in the rocks sometimes
- Flying units and thrown goblin bombs don't get stuck on locked gold chests anymore
- Health Bar is now shown for player-summoned guards
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 06, 2017, 11:58:53 PM
Aie, more fast enemies, my reaction times can't cope! They look very cool though, I look forward to them murdering me a lot :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 09, 2017, 12:10:20 AM
I need to get more cautious on daily challenges. I think I've played so many of them that I tend to go for broke and try and build a really powerful character very fast, so either I get right through and have a very solid character by the end or I die really early doing something stupid like trying to rob a shop with almost no bonuses... :/
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 10, 2017, 01:00:17 PM
I need to get more cautious on daily challenges. I think I've played so many of them that I tend to go for broke and try and build a really powerful character very fast, so either I get right through and have a very solid character by the end or I die really early doing something stupid like trying to rob a shop with almost no bonuses... :/

 :o

Yeah, I often die when I get too confident as well :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 10, 2017, 04:54:48 PM
Occasionally I can do it - for example, if there's an item like a relevant scroll it's often just possible to shoot an arrow then run down, grab the scroll and use it just before the bushido gets to you. But it's difficult!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 12, 2017, 08:09:53 AM
Occasionally I can do it - for example, if there's an item like a relevant scroll it's often just possible to shoot an arrow then run down, grab the scroll and use it just before the bushido gets to you. But it's difficult!

My favorite tactics in such cases is to fill up the rage and grab a sword that has a dashing attack. Then I stand to the left of the shop keeper and do the dash attack to the right. As the shop keeper is hit, Bushido comes out to his right and gets hit by sweeping attack that knocks him down. Plenty of time to pick up and use the scroll before he gets up. This is especially easy if the scroll is on the right-most pedestal.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 13, 2017, 01:41:44 AM
Bug report - I shot the King with a petrifying arrow recently and he didn't respond/the fight didn't start, might want to check that out.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 13, 2017, 10:29:52 AM
Bug confirmed. I have no idea why it happens as I have an explicit check to trigger if he gets petrified. Need to do some debugging. The fix will be in the next version.

BTW, I also found a bug that the game would sometimes generate a maze with backdoor into the king's room, so you can skip the boss fight on 3rd level. I'll fix that one as well.

P.S. I accidentally hit "modify" instead of "quote" and at first edited your post :( instead of creating a new reply. Sorry about that. Is there some way to revert it to the original?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Glaurung on April 13, 2017, 12:56:29 PM
P.S. I accidentally hit "modify" instead of "quote" and at first edited your post :( instead of creating a new reply. Sorry about that. Is there some way to revert it to the original?
Not that I'm aware of, unfortunately - I don't think the forum software maintains an editing history for posts. If you find you've accidentally gone into "modify" in future, use your browser's Back button to exit without making changes.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 13, 2017, 02:47:36 PM
If you find you've accidentally gone into "modify" in future, use your browser's Back button to exit without making changes.

Of course. The problem was that I didn't realize that right away and thought it was some glitch that the "quote" markup wasn't there, so I added it around Jubal's text and replied ;) Only after I submitted and have seen his profile picture alongside "my" message did I figure out what happened.

I guess the missing "quote" markup will be a red flag the next time this happens to me.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 13, 2017, 03:02:22 PM
I had an excellent gamble recently - gambled a pair of viole(n)t knights into an ogre mama and an ice dragon, which was good fun and complete mayhem :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 13, 2017, 04:50:35 PM
I had an excellent gamble recently - gambled a pair of viole(n)t knights into an ogre mama and an ice dragon, which was good fun and complete mayhem :P

ROFL  ;D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 13, 2017, 09:44:05 PM
(http://bigosaur.com/blog/images/witch-0152-crystal.png)

The Crystal Wizard is a new 3rd level boss. He starts showing up randomly in the castle after you have defeated the Executioner. He's similar to regular small enemies (i.e. you can stun him, freeze him, etc.) but he has a magic staff which he can use to shoot at you, the same way the playable magic characters shoot. He has +2 orbs and a mana canteen with practically unlimited mana, which allows him to use the staff's special ability at will.

His weapon is a Teleport Staff, which can be used to teleport to the opposite side of the screen. You can pick it up and use it yourself. Teleporting to the opposite side costs 2 mana, and you can also press the regular attack button to return to the position from which you teleported. This other action is free, but can only be done once. After that you would need to spend mana to teleport again. Some levels have hard to reach locations like walled off areas or parts across the chasm. These levels have a special preset teleport location, which is revealed if one of the players picks up the teleport staff at any point of the game. You can use the teleport staff to reach those places and return. That also includes the areas behind the shops in the forest, so now you can go there and break the barrel without needing two pets (bear+dog) to get the items. The teleport return point remains active even if you leave the room, but you have to be inside the room to teleport back to it.

The teleport staff can also be found in gold chests, shops and pedestals in the locked treasure rooms or blocked challenge rooms.

Beside the new boss and the new staff, there are other changes. I added a couple different texts for the signs in the forest shops. I fixed the bug when the guards wouldn't attack you if you petrified the king and sometimes the level generator would create a shop adjacent to the king's room, allowing you to skip the boss fight in the castle.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 14, 2017, 11:36:31 PM
Looking forward to meeting the new boss & equipment, good stuff :D

And yes, I don't think I've *ever* had a bear and a dog on the forest level simultaneously: I may be grabbing more of those barrels in future!

EDIT: And then of course today's daily challenge *did* have a bear and dog on the forest, and I met my first crystal wizard! He didn't seem too tough a boss - though the fact I was a fast moving wizard & using a decent staff with spread-shot orbs helped, the lack of ability to deal real hard hits makes the CW a bit less vicious than most of the other bosses. It was an enjoyable fight though, I guess it felt like a good duel more than a big gribbly boss but I actually really liked that. I was surprised I got that far - I accidentally let a bomb off in the forest whilst fighting so I didn't get the main gold chest or get through the rock-door, plus I ended up getting 2 health-down potions early on. Fortunately, I found a replicator scroll and used it on a speed amulet, and got some magic splits on second level, so I wasn't at all tough but was dealing some good spread-shots and regularly using poison and just about managed to fight my way through third level (which was a tougher one than usual, there were like 4 or 5 rooms with just castle guards, I used bombs between rooms a couple of times to make my magic last longer and I probably had a bit of luck with some of the super high speed guards running into traps that I just missed). It was a good run though :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 15, 2017, 10:46:12 AM
the lack of ability to deal real hard hits makes the CW a bit less vicious than most of the other bosses.

Idk, he's the hardest 3rd level boss to me. I can beat him maybe 70% of the time, while I beat the others 90% of the time. If you're slow or lack some decent damage from the distance (arrows, magic, thrown weapons) he can be really hard as you need to dodge his orbs, guards and also try to hit him. But he's definitely different and requires different tactics, which I'm sure the players will appreciate.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 15, 2017, 10:41:22 PM
Yeah, I may well change my mind when I try and tackle him with a melee fighter!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 19, 2017, 03:34:35 PM
Hey, I watched a recording of your Twitch stream. It was pretty cool.  :D
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 20, 2017, 12:54:21 AM
Thankyou! I was annoyed that it ended with me getting piled on rather than getting to a third level boss, but learning to talk whilst playing the faster battles is really really hard...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 24, 2017, 10:44:11 PM
I see you had over 34000 points in yesterday's daily challenge. Was it something special?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 24, 2017, 11:32:50 PM
Ah yes - I have a bug to report! :P

If you have two replicator scrolls (which I did) you can literally keep using one to replicate the other forever which completely breaks the daily challenge system. I just got bored after about 10,000 points of doing it...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on April 25, 2017, 08:46:39 PM
If you have two replicator scrolls (which I did) you can literally keep using one to replicate the other forever which completely breaks the daily challenge system. I just got bored after about 10,000 points of doing it...

Thanks. I have no idea how to fix it though. I could simply remove points for scroll usage... not sure if that would hurt the game. I though about simply not giving points for usage of replica, but it feels inconsistent - especially since you could replicate some other useful scroll or item. Or maybe I should add a magic barrier and replicate scrolls would refuse to work on other replicate scrolls.

BTW, I re-evaluated the whole poison thing. Sometimes you might get a run where simply the gods of random number generator aren't in your favor and it's really hard to remove poison. You could sacrifice an item slot for it, but it somehow feels like it isn't fun to play a game like that. So I decided to reduce the poison spitter effect from unlimited to 5-battle poison. You can clear 2-3 battles while you still have some HP left and then you have a challenge of surviving a couple of rooms with 1 HP.

I plan to add a "hard mode" to the game at some point, and maybe all poison will be permanent there, but for a "normal" game it will have some limit.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on April 25, 2017, 11:54:08 PM
I think just make replicators refuse to work on each other would seem the simplest solution.

Agree with the poison change, that sounds reasonable :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 10, 2017, 09:07:48 PM
A new version is up with some improvements to the easy mode, and a couple of fixes.

Most important change is that arrow shooting animation has been changed (for all characters). After firing the first arrow, the characters no longer reset to idle position, but transition to grab the next arrow instead (if you're still holding the key). That changes the arrow shooting frequency from 200+ frames to about 100 frames per shot. Only for arrows 2 and beyond. The first shot still takes 108 frames.

I also increased the base damage for bows to make the archer more on par with other heroes in late game. Since there aren't many ways to increase the archery skill, my reasoning was that, with a bunch of buffs, you should be able to one-shot regular enemies. This makes archers a little bit OP vs bosses, but they are still inferior in close combat with regular enemies so it evens out. Or at least, I feel like it does. Early game is now easier with archer, but late game is harder (except for bosses).

BTW, I'm currently adding a way to enter a custom seed, so you'll be able to replay some games if desired. And I'm preparing stuff for the dungeon level. Hopefully it will be ready in June.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 10, 2017, 10:10:16 PM
Couple of points on easy mode if you haven't picked these up yet: last I played it you can still get the blood mixer (which is useless), and it spawned the Ogre Mama & her hut within a regular room a couple of times for some strange reason.

I often play as the archer & hadn't been finding it too bad; I'll let you know how I do with the new version. I think the archer had been under-powered on easy mode more than in main game (because of the lack of variant-type arrows which are usually pretty vital for archers).

Looking forward to the dungeon level!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 11, 2017, 06:17:20 PM
last I played it you can still get the blood mixer (which is useless)

I completely forgot about that. Will fix.

Quote
it spawned the Ogre Mama & her hut within a regular room a couple of times for some strange reason.

I have seen that one as well and fixed it earlier today, so the fix will be in the next version.

Quote
I often play as the archer & hadn't been finding it too bad; I'll let you know how I do with the new version. I think the archer had been under-powered on easy mode more than in main game (because of the lack of variant-type arrows which are usually pretty vital for archers).

Yes. I even though about disallowing archer in the easy mode, esp. because it's really hard to aim in multiplayer (enemies are chasing other players and not lining up with you) and I expect easy mode to mostly be played in multiplayer. You cannot unlock him in easy mode anyway.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 13, 2017, 11:46:15 PM
Reaction: I think the anim change is good, but I think the damage boost is larger than it needs to be - it doesn't make much difference but looks/feels a bit OP on early rooms.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 14, 2017, 05:14:39 PM
Reaction: I think the anim change is good, but I think the damage boost is larger than it needs to be - it doesn't make much difference but looks/feels a bit OP on early rooms.

Yes, it's definitely OP in early rooms, however, once you get to 3rd level it still feels underpowered compared to melee/magic (except the boss fights). Even if you power enough to get 100+ damage/hit, it still takes too long to fire an arrow in close-quarters situations. At least, that's my feeling after playing about a dozen games so far.

Perhaps it's too early to make the final decision. I'm soon going to add the dungeon to the mix and then we'll see how it would feel.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 16, 2017, 02:06:26 PM
I've never found that an issue: there's a bit of maneuvering skill involving starting to nock an arrow in the opposite direction so you can then run round and fire it, and in lining lots of enemies up to use the rage attack, but both are quite possible. The rage attack in later levels with the archer is extremely powerful (and was even before this change) - it often allows me to all but clear a room with one shot. It might just be my playstyle being more closely suited to playing an archer, perhaps.

And yes, I agree that the dungeon could change a lot of the balance yet again!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 19, 2017, 03:57:49 PM
I'm working on the Dungeon level. For the first version it will have 3 new enemies and a new boss. Of course, a new background theme and new objects and traps as well.

(http://bigosaur.com/blog/images/witch-0157-butcher.png)

The planned name for this boss is "The Butcher". It sounds a bit brutal to me. This game is played by kids as well (esp. parent + kid combination), so I'm not sure having a "butcher" boss is a good idea? It's hard for me to "feel" that as I'm not a native speaker. Do you have some better idea for the name?

Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 20, 2017, 11:50:55 PM
I don't feel like "butcher" is much worse than say "executioner" which you've used already. I guess I tend to think of a butcher initially in the sense of a friendly person who sells you bits of meat in a shop rather than its meaning as a killer! What attacks does it have, out of interest?

Looks good though, either way! :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 21, 2017, 12:38:04 AM
I guess I tend to think of a butcher initially in the sense of a friendly person who sells you bits of meat in a shop rather than its meaning as a killer!

Ah, awesome. In Serbian we have two distinct words: the man in the meat shop is "mesar" and the man who actually slaughters the animals is "koljač" and we often translate "butcher" to the "bad" one.

Yesterday I set the name to "Simerian Butcher" because the "Butcher" felt too short. I guess with this prefix it would seem like a notorious killer, right? Looks like it would be better to simply have Butcher or "The Butcher". Is that true?

What attacks does it have, out of interest?

Don't you like surprises? :)

1. He has an overhead strike with the mace - slams it to the ground. Upon impact, the spikes detach and fly into 7 different directions. The mace itself does a lot of damage, the spikes only do 10.

2. He quickly swings the knife in a circle striking any players below and behind him. After a couple of rounds, he suddenly stops and stabs in front of him.

I tried to balance the attacks in such way that he's equally hard to fight with melee or magic/ranged characters.

You can stun him, but the recovery is much faster than the Ogre Mama and the Executioner.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 22, 2017, 10:20:41 AM
Ah, awesome. In Serbian we have two distinct words: the man in the meat shop is "mesar" and the man who actually slaughters the animals is "koljač" and we often translate "butcher" to the "bad" one.

Yesterday I set the name to "Simerian Butcher" because the "Butcher" felt too short. I guess with this prefix it would seem like a notorious killer, right? Looks like it would be better to simply have Butcher or "The Butcher". Is that true?
I really like "Simerian Butcher" as a name - you could just use "The Butcher", but I quite like names that give a sense of place & space, it gives more of an impression of depth to the world of the game :)

Don't you like surprises? :)
I've played this game long enough to know that surprises have a high tendency to kill me :P
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 27, 2017, 12:19:17 AM
I updated the game trailer with all the new content:


I also finished the animations and AI for the 3 enemies and one boss for the Dungeon. Still waiting on the artist to complete all the objects and props and then I'll start designing room layouts. I expect Dungeon to be ready mid-June.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 27, 2017, 12:56:18 AM
Nice :) And I finished my Doctor Who Sontarans skinpack too, that's now got its own thread here & is ready to download!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on May 29, 2017, 01:48:01 PM
Here are some elements for the Dungeon levels:

http://imgur.com/a/Btdb0

Soon everything will be prepared, and then I'll start designing the rooms.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on May 30, 2017, 12:06:19 AM
Looks excellent, well done! :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 02, 2017, 08:24:00 AM
The 4th level is ready. You descend into the dungeon where all the prisoners have been set free from their cells. Three new enemy types await you: a thief, a bandit and an assassin.

(http://bigosaur.com/blog/images/witch-0160-stolen.png)

The thief tries to jump on your back. If he succeeds, he starts stealing away all the items from your inventory. If he finds a bomb, he will immediately use it. You can knock him off if you use a rage attack, or find some way to hit him - including meteors, bouncing orbs or via a voodoo doll. Also, if anything knocks you down, he will fall off as well. The thieves use a curved dagger, which is a new weapon with a throwing attack and backstab damage bonus that you can also use yourself.

(http://bigosaur.com/blog/images/witch-0160-muggers.png)

The bandit is quick and uses a Morning Star that does a lot of damage. You also use this weapon if they drop it. The bandits will try to surround you from two sides, so watch them carefully.

(http://bigosaur.com/blog/images/witch-0160-poison.png)

Assassins have a short poisonous sword and a shield. They move and attack similar to the castle Guard Captains, but poison attack makes them really dangerous.

To counter all the shielded enemies, there's a new weapon in the game: The Excalibur. You can sometimes find this legendary sword in a forest, stuck in a rock. Once you retrieve it, you can cut through enemy shields as if they weren't holding any.

(http://bigosaur.com/blog/images/witch-0159-dungeon-props.png)

The dungeon features a new level style, with a couple of new trap types, a new treasure chest type and new music theme as well.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 05, 2017, 01:00:35 AM
I like the new stuff, good work :) I've only got as far as the new boss once, though I did beat it that time. I'll do a proper front page about this tomorrow - I'm knackered at the moment, have been at a big boardgame convention promoting Exilian this weekend.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 13, 2017, 01:30:42 PM
I've been playing really badly recently, I'm too tired and keep dying early from loss of concentration so I'm rarely getting to the fourth level. :/ Anyhow, some recent bug reports:
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 14, 2017, 09:56:36 AM
I've been playing really badly recently, I'm too tired and keep dying early from loss of concentration so I'm rarely getting to the fourth level. :/

That's strange. I have had the same problem since I added the 4th level. I feel like I'm distracted thinking about surviving the Dungeon and it changes the way I play. I have to admit I win maybe 1 in 8 runs in the Dungeon.

Quote
I once had a thief try to jump me near a doorway and manage to jump outside the main play area box

Yeah, I know exactly how that might happen. Will have a fix in the next version.

Quote
When you kill the violet knights...does the death animation again.

I have seen that one too. Thought it was a glitch, but if it happened to you as well then there must be some permanent problem. Will investigate. Fixed.

Thanks.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 15, 2017, 11:56:42 PM
Beat the Butcher with the archer for the first time today - done by plugging it with ice arrows repeatedly, which is never a very exciting way to do a boss battle but if it works it works I guess!

Also found the new hippo/rock breaking pet - the descr said it'd break three rocks per room but it only broke one in practice...
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 16, 2017, 11:12:24 AM
Also found the new hippo/rock breaking pet - the descr said it'd break three rocks per room but it only broke one in practice...

Whoops. It was 3 while testing, but it turned out to be OP, so I reduced it to one. Looks like I forgot to update the description. Thanks.

Although, after some playing, I see the problem that sometimes you cannot reach the item. I'll change it so that he jumps once, but breaks all the rocks he touches when he lands.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 16, 2017, 12:25:25 PM
One didn't feel very powerful, I swapped him out for another pet before I changed level because it felt really quite underwhelming - I guess if it's "one stomp, breaks all the rocks it touches" that might be better.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 21, 2017, 09:49:01 PM
The game has had a big influx of new players recently. One of the popular Twitch streamers played it live, so many people got the game. Some of them recorded live streams on Twitch and some on YouTube. I watched all of those and see that many players coming from simple brawler games often miss the subtle clues about weapons. They just run and gun and don't want to experiment, so they have a sub-par experience as they miss out on fun. On the other hand, as more levels are added the loading times are getting longer (esp. when you first start the game) so I'm planning to add some tips/hints to the loading screen. There will be about 30-40 of those, each showing some interesting mechanics or just explaining how stuff works. The game will pick one randomly for every "loading" screen. Here's an idea what it might look like:

(http://bigosaur.com/blog/images/tips1280.png)

What do you think? Is it clear or did I try to cram too much information in?

Any ideas how to make it even better?

Thanks.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 21, 2017, 11:06:14 PM
I like the idea, and having it as a quote from the sage/mage guy I think is a great idea :) Mainly I'd make the text much bigger/bolder and the illustrations less so. Right now it feels very busy and my eyes would be all over the place: people need to see & read the text first and then look at the illustration.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 22, 2017, 10:11:13 PM
I like the idea, and having it as a quote from the sage/mage guy I think is a great idea :) Mainly I'd make the text much bigger/bolder and the illustrations less so. Right now it feels very busy and my eyes would be all over the place: people need to see & read the text first and then look at the illustration.

Thanks.

Perhaps this screenshot isn't the most representative because there's text (weapon description, etc.) in the images. Other tips where images are pure images and the only text is below work much better. Also, everything looks huge here because it was made on 1280x720 screen. On regular 1920x1080 everything is much smaller.

I'll implement it like this and see how it feels in-game with different combinations of images and text.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 23, 2017, 11:50:46 PM
Hm, sure. I'd still strongly consider making the text bigger, I think - you could give a very slight fade to the game image too, the aim should definitely be to draw the eye to the text first and then the illustration I think. See what the feedback from others is like though, this may just be me :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 25, 2017, 10:10:38 PM
Hm, sure. I'd still strongly consider making the text bigger, I think - you could give a very slight fade to the game image too, the aim should definitely be to draw the eye to the text first and then the illustration I think. See what the feedback from others is like though, this may just be me :)

I added a short animation. The text shows up first and pops a little bit (gets bigger for a split-second) and then the images slide in from the top of the screen. As far as I can feel it, the player would start to read the text before images show up.

I have a question. I want to use the following text for one of the tips: "Mages can use the quick attack button to stomp fallen enemies". Does it sound right? I have two doubts:

1. should it be "stomp enemies" or "stomp on enemies"? I prefer the shorter one because this text is already long.

2. Is the "fallen enemies" phrase always used for dead enemies? Should I remove the word "fallen"?

Thanks.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 25, 2017, 11:58:27 PM
1. "stomp on enemies" is better grammar, but "stomp enemies" still makes perfect sense.

2. "fallen enemies" is fine and works well for this purpose I think.

EDIT: minor bug report, on the room with the rectangular pits on the battlements I just had a pig poop its coins into the void where I couldn't get them. Very frustrating :/
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 28, 2017, 10:10:18 AM
A new version is out (2.1.2) with the tips on loading screen and:

- added an option to automatically detect the aspect ratio and pick the best resolution for screens larger than 1920x1080
- added a screen resolution confirmation screen. If you get a blank screen due to invalid resolution you can now wait or press ESC to cancel the change instead of having to delete the settings file manually
- fixed a bug when a thief would sometimes be shown alive on the screen when he was dead in networked games
- buffed Poison and Snailbite arrows
- nerfed Ice arrows duration
- lowered mana cost for the Snake Staff
- added UTF8 support for text printing in preparation for future translations

P.S. as for the pet Pig bug, I will probably fix it, but the "fix" will be that coins fall down into the hole :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 28, 2017, 04:55:26 PM
Fair enough :)

A few more suggestions, not super important ones but just thoughts/things that might be nice to have:

Also just to confirm - it is definitely meant to be impossible to rob shops on the dungeon level, yes?
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 29, 2017, 09:00:36 AM
For daily challenges, I'd add significantly increased bonuses for completing a level/winning boss battles and completing the game as a whole. I feel like the aim should be to encourage people to get to the end, whereas currently there's a strong bias towards spending lots of time firing off extra bombs and working out what useless potions you can drink in order to get points and it's often just as worth trying to do more extra regular rooms even if you don't end up managing to do the boss battle or advance further as a result.

Perhaps going to next level should give you more than 1000 points. Now it's about 10% of the successful run points. Maybe something like 5000 would be better? Currently you don't get points for the last level, but that's just because the game isn't finished yet.

Quote
The video-game style "ping" for picking up coins really annoys me and I'd like a more metallic jingle or clink when you pick them up. This might just be me though.

I'll try some jingling sounds to see how it feels.

Quote
An NPC in the castle tavern room would be really nice to have, it just feels weirdly empty at the moment whereas having someone to say "welcome to the tavern" or similar might give it a nicer atmosphere for the player even if the NPC doesn't really have any function

I have some plans for it. One is to be able to recruit Bushido and the other is to have some NPC quest which starts there. Have yet to implement both.

Quote
Idea for a new scroll type, transformation - turns any bow, hand weapon, runestone, potion or staff into a randomised different item in the same category. So it could be great, or it could just turn something into something else even less useful.

Already on my list ;) I haven't made it yet because it's tricky - if a player picks it up in a networked game and another player tries to transform it at the same time, there could be a conflict, so I need to make some special procedure to make sure everyone has the game in sync. Similar to disallowing double-pickup of the item, but special case. That one took me days to debug and make work properly, so making this scroll (and a bunch of other ideas with similar problem) is on hold.

Quote
Also just to confirm - it is definitely meant to be impossible to rob shops on the dungeon level, yes?

Of course not. ;)

If you have a certain pet, which can grab stuff from pedestals... :)

Besides that, if you're really quick, you can grab the item at the same moment when spikes appear. And you can throw yourself onto spikes to pick up other items as well (as you fall and get up, there's a single frame where you can press the pickup button at the same moment when you get hit with the spike again). Of course, it's very risky and you need a lot of HP to even try.

Also, there will be a magic staff that allows you to fly over spikes and a pet that you can stand on similar to the mounts. Hmmm, maybe mounts should be resistant as well?[/list]
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on June 29, 2017, 04:28:07 PM
For some time I have been thinking to change the name of the game to "Son of a Witch". It would match the game story better and I noticed that it's awkward for some players to say the current name of the game out loud. It's also shorter and more memorable.

What do you think? Which name is better?

Thanks.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on June 29, 2017, 07:53:06 PM
Yes that all sounds reasonable :)

Hmm. My Mom Is A Witch is a little long. On the other hand, "Son of a Witch" will be easily confused with/misheard for the phrase "son of a bitch" which might not be ideal either!
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 01, 2017, 07:09:08 PM
"Son of a Witch" will be easily confused with/misheard for the phrase "son of a bitch" which might not be ideal either!

I though having a well known similar phrase would make the game name easier to remember.

If it gets misheard, it could start a conversation about clearing up the confusion, which would make people remember it even better.

I got some good feedback on Twitter and Steam page, and nobody complaining yet, so I'm going to go with the change over the next couple of days. Probably squeezing in some game features/changes into the new version as well.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 02, 2017, 01:01:42 AM
I guess so - I don't know exactly what market you're looking at, I was thinking it might put off eg parents buying it for their kids to have it sound a bit like a swear-phrase. Follow the feedback though :)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 02, 2017, 09:10:23 AM
parents buying it for their kids

Yes, one of the main demographics is parents playing the game with their kids. I hope buying to play "with" instead of simply buying it for them to play would make them look past the title in this case. I guess they just have to be careful not to roll the other phrase off their tongue at some point ;)
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 02, 2017, 11:59:36 PM
Yeah, that's fair :)

Also, one continued bugbear of mine - would it be possible to let players use lower case as well as upper case letters in their player names? It aesthetically bugs me that I can't.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 04, 2017, 06:54:15 AM
Also, one continued bugbear of mine - would it be possible to let players use lower case as well as upper case letters in their player names? It aesthetically bugs me that I can't.

Actually, the font that I use is upper-case only. The lower case letters are the same as the upper case ones, just a little bit smaller in size. Now, I could allow you to enter both, but it would mean having to extend the text-entry dialog to double it's current size. I'm not sure it would fit into the character selection frame. Or perhaps have a toggle button that shifts between upper/lower case while keeping the rest the same. Feels a little bit too much for a game though.

I'm not saying it won't be done at some point, but currently it's near the bottom of a huge TODO list. There's so many more important things like new stages, enemies, weapons, items, etc. for the full release.
 
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 05, 2017, 06:38:17 PM
I uploaded a new version with some minor bugfixes to multiplayer and one important change: all the food now gives much more HP. Some players complained that the Sorceress was useless, so I figured there are two options: 1) increase number of food dropped by the Straberry Staff and 2) all food should give you more HP. I went with number 2.

We shall see if this works out. I played only one full run to test, and it seemed like there's just too much food in levels 1-3, but on level 4 it was kind-of ok. I mean, there was more food than I needed because I stocked up on beer and health potions. Perhaps I should change my playing strategy: ignore health potions, beer, mushrooms and use the extra inventory space for other stuff instead.

If you play any games with the Sorceress I would love to read your thoughts on this.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 07, 2017, 10:34:57 AM
I'll do my next few runs with the sorceress and let you know :)

EDIT: Of course having said that I just got my first sorceress killed super fast from mis-timing a shop robbery :/
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 07, 2017, 05:01:34 PM
I'll do my next few runs with the sorceress and let you know :)

EDIT: Of course having said that I just got my first sorceress killed super fast from mis-timing a shop robbery :/

I uploaded version 2.1.7 yesterday with some rebalancing. Food gives less HP than previous update but more than it did before. The Strawberry Staff now creates 5 pieces of food, giving you about 60 HP. The Sorceress is primarily meant to be a great support character if 2+ players are playing (healing both players and pets via food, 2 keys at start, understand scrolls). Offensively she starts out slow until you find a better weapon or upgrades.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 08, 2017, 06:15:34 PM
Just had a decent run with the sorceress, died after getting poisoned in the dungeon but that's always a risk that's pretty hard to cover for. I was running with an upgraded teleporter as my primary weapon and just using the strawberry staff for food gen; it worked pretty well, but I didn't get any bounce or orb boosts which made it hard to deal with bigger rooms of enemies by the dungeon level.

I got this "dark orbs" thing in the dungeon which I think is new, I bought the upgrade for 300 coins but I wasn't really sure of the point, it didn't seem to do anything or make any difference as far as I could tell.
Title: Re: My Mom's a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 08, 2017, 10:51:47 PM
I got this "dark orbs" thing in the dungeon which I think is new, I bought the upgrade for 300 coins but I wasn't really sure of the point, it didn't seem to do anything or make any difference as far as I could tell.

Regular orbs only do damage while dark orbs also stun the enemy (just like melee attack does). If you only get one, it doesn't change the combat much, but if you get two or three, you can basically stun-lock enemies from the distance. It's also a good combination with the knockback potion.

We shall see, maybe I'll increase the drop chance, so there's a higher chance you would get 2-3 in one runs.
Title: Re: Son of a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 09, 2017, 12:54:01 AM
Ahh right, OK. Yes, I think reading "stun" made me expect a bigger effect than just that little momentary knockback, I'd usually associate the word with meaning "knocked unconscious or barely conscious" so was looking for a larger effect than that very momentary pause. I'm not quite sure what else to call it...
Title: Re: Son of a Witch: Castle Crashers meets Isaac
Post by: bigosaur on July 09, 2017, 04:41:34 PM
Ahh right, OK. Yes, I think reading "stun" made me expect a bigger effect than just that little momentary knockback, I'd usually associate the word with meaning "knocked unconscious or barely conscious" so was looking for a larger effect than that very momentary pause. I'm not quite sure what else to call it...

I'm trying to use the standard computer beat'em up game terminology:


I guess in tabletop games, stun usually means that enemy loses his poise and is temporarily unconscious. I would imagine a bunch of stars flying circles around his head ;)

Title: Re: Son of a Witch: Castle Crashers meets Isaac
Post by: Jubal on July 09, 2017, 05:07:52 PM
Ahh, I didn't know that stun was "short freeze" in beat 'em up games, I was going by common English usage (which is also closer to what's used in tabletop gaming).