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Player Thoughts : Flappadiddle-Doo
27th February, 2018
Each time I release a game, the thoughts and comments come rolling in.
Let's take a peek at this week's thoughts.
Yeah, the extra time given to me over the past few weeks has allowed me to do more than I'd usually cram into a single week.
I should probably tackle more lengthy projects like this, but I tend to get bored halfway through!
The only way I managed to stay focused on this "larger" project, is because I also had AGAWFrame to figure out at the same time!
A number of the things I created within the Framework are built specifically for this game. Things like Image->Buffer drawing was added so that I could draw a single background buffered image, rather than a huge number of tiles.
Now that it's in the framework, going ahead I'll be able to reuse it. This will hopefully be a recurring theme, as I build this year's collection of AGameAWeek games.
It was hard to decide between keeping the original physics, thus keeping it more like the original feel, or making things "better". In the end I decided to go with different "fixed" physics, as it's a little more forgiving in this updated form.
The different bird physics also ended up making any physics changes less apparent. Hopefully people are ok with that!
Incidentally, Bluey is the most special of all birdies. Hold the button to "hover".. kinda!
Sure, ok!! Although the 3rd is Sky and Clouds, and the last one is supposed to be Lego Bricks. I'm not sure why the last one's Lego Bricks, but ... Game Reasons!!
Totally unplanned! A simple spinning effect, but with the objects so close together, accidentally caused that effect. I'll be keeping those types of effects in mind in the future. They turned out nicely
Some of the many lovely tracks that I've been creating since the last AGameAWeek release!
Which reminds me, I need to start adding music links into the game pages again..
I don't do much fore-planning in my games, but the idea of the bonus eggs was something that popped into my mind whilst playing the original Flappadiddle one day.. ... For about 3 hours!! Endlessly!!
I was never happy with the way the original bonus worked, so it felt great to finally figure out a way that the scores made a little more sense.
Yeah, there's not a huge amount of variety between the endless modes, but they try to be harder and harder.
Given the range of online scores, that seems to have worked out alright!
Indeed. It's been a lot of fun building up the Framework, but now it's time to go crazy!
Just be warned that, as a month-long project, this game might end up outshining most of the rest of this year's games!!
You can Download Flappadiddle-Doo here or grab it from itch.io!