StarLight (itch) (GuldorGames) Mac OS

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  1. Starlight (itch) (guldorgames) Mac Os Version
  2. Starlight (itch) (guldorgames) Mac Os Download

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Viewing most recent comments 67 to 79 of 79 · Previous page · First page

Strung Up Starlight 2 years ago (1 edit) (+1) (Thank you for playing the game, and thank you once more for your feedback! I should probably lighten the contrast in the cable a little bit, because there have been other people who have had a similar issue. Browse and find the best selection of high-quality desktop and web fonts. Try, buy and download classics, new releases, and best selling fonts.

Perfect little experience wrapped in this beautifully, colorful piece of art.. Sometimes the best way to deal with energy is to create and you have done a wonderful job expressing yourself, while echoing the thoughts and feelings of many in these strange times. You are not alone and this will all be behind us soon enough. Stay positive everyone!

Thanks! I'm not sure about a Linux version as I have no way of being able to test it currently. There was a Mac version but there was a problem with it that I'm trying to fix. Thanks for understanding 🙇‍♀️

an amazing game ! its so adorable, but sheds light on an important subject. beautifully done ! it manages to make you feel at peace. thank you for creating!

Starlight (itch) (guldorgames) Mac Os Version

a lovely little walk in the alleyways! thanks for sharing

Really enjoyed this game, wonderful world design and atmosphere. The cat was so cute (and a tad spooky, but mainly cute haha)!


Starlight (itch) (guldorgames) Mac Os Download

:)

Beautifully wistful. Such a strong aesthetic, was happy for every corner u put together :D

It was a really peaceful experience! Loved the art style and aesthetic. I made a video with my experiences. Stay safe and stay positive, we're gonna get through this! :)

Thanks so much for the lovely video, I'm really glad you enjoyed it and I'm flattered by the yume nikki comparison :) (also you pronounced my name correctly, don't worry! hehe)

Viewing most recent comments 67 to 79 of 79 · Previous page · First page

Hooboy, a ton of updates for ya'll today. There are some quality of life updates, some balance tweaks, and one whole new attack. We'll start with the new stuff after some updates on non-game stuff.

Since the last update Paul showed at Daisho Con in The Dells, and I showed at Playtest at The Logan Theater in Chicago. Both events went pretty well, and we met lots of cool people. I did not win the booth at C2E2, but that's fine because these cool guys won. I have one last Local MKE Gamedev Showcase at 42 Ale House (it's the last one Raid+ is hosting!), and then 2017 is over for showcases. I'll start up again in February because I just got word from Anime Milwaukee is going to have an indie exhibit and I'll be running it. Also, Indie Arcade 2018 is the day before. 2018 is creeping pretty fast.

Anyways, game stuff: The Goblin Head needed some working to do. It's meant to be dangerous in the air and a hassle on the ground especially against slower, shielded enemies. I toned down the air flames from 4 to 3, let it Quick Turn, and tightened the arc.

Before discussing the Goblin Head any further, I need to discuss Quick Turn. Quick Turn is the amount of rotation a player has on activation. Characters have a turn rate of 720*/sec, so when the Player changes direction, the Character takes a few frames to play catchup (15 frames for a turn). Quick Turn is activated when an attack is started, and it turns the Character that many degrees instantly. So while the Air Flame had a Quick Turn of 0 and a wide arc with lots of flames before, it now has a Quick Turn of 45* in either direction and a tighter arc with less flames. The attack is weaker overall, but it's more concentrated, and more aimable.

The forward Ground Flame was pretty weak except against the slowest defensive players. I bumped the Quick Turn and gave it a wider 2 flame attack to cover more ground. If someone has the Goblin Head you should be looking for their back, but running askew should be enough to misdirect them as well. If you find that the startup is too fast, please get at me!

StarLight (itch) (GuldorGames) Mac OS
  1. Starlight (itch) (guldorgames) Mac Os Version
  2. Starlight (itch) (guldorgames) Mac Os Download

Log in with itch.io to leave a comment.

Viewing most recent comments 67 to 79 of 79 · Previous page · First page

Strung Up Starlight 2 years ago (1 edit) (+1) (Thank you for playing the game, and thank you once more for your feedback! I should probably lighten the contrast in the cable a little bit, because there have been other people who have had a similar issue. Browse and find the best selection of high-quality desktop and web fonts. Try, buy and download classics, new releases, and best selling fonts.

Perfect little experience wrapped in this beautifully, colorful piece of art.. Sometimes the best way to deal with energy is to create and you have done a wonderful job expressing yourself, while echoing the thoughts and feelings of many in these strange times. You are not alone and this will all be behind us soon enough. Stay positive everyone!

Thanks! I'm not sure about a Linux version as I have no way of being able to test it currently. There was a Mac version but there was a problem with it that I'm trying to fix. Thanks for understanding 🙇‍♀️

an amazing game ! its so adorable, but sheds light on an important subject. beautifully done ! it manages to make you feel at peace. thank you for creating!

Starlight (itch) (guldorgames) Mac Os Version

a lovely little walk in the alleyways! thanks for sharing

Really enjoyed this game, wonderful world design and atmosphere. The cat was so cute (and a tad spooky, but mainly cute haha)!


Starlight (itch) (guldorgames) Mac Os Download

:)

Beautifully wistful. Such a strong aesthetic, was happy for every corner u put together :D

It was a really peaceful experience! Loved the art style and aesthetic. I made a video with my experiences. Stay safe and stay positive, we're gonna get through this! :)

Thanks so much for the lovely video, I'm really glad you enjoyed it and I'm flattered by the yume nikki comparison :) (also you pronounced my name correctly, don't worry! hehe)

Viewing most recent comments 67 to 79 of 79 · Previous page · First page

Hooboy, a ton of updates for ya'll today. There are some quality of life updates, some balance tweaks, and one whole new attack. We'll start with the new stuff after some updates on non-game stuff.

Since the last update Paul showed at Daisho Con in The Dells, and I showed at Playtest at The Logan Theater in Chicago. Both events went pretty well, and we met lots of cool people. I did not win the booth at C2E2, but that's fine because these cool guys won. I have one last Local MKE Gamedev Showcase at 42 Ale House (it's the last one Raid+ is hosting!), and then 2017 is over for showcases. I'll start up again in February because I just got word from Anime Milwaukee is going to have an indie exhibit and I'll be running it. Also, Indie Arcade 2018 is the day before. 2018 is creeping pretty fast.

Anyways, game stuff: The Goblin Head needed some working to do. It's meant to be dangerous in the air and a hassle on the ground especially against slower, shielded enemies. I toned down the air flames from 4 to 3, let it Quick Turn, and tightened the arc.

Before discussing the Goblin Head any further, I need to discuss Quick Turn. Quick Turn is the amount of rotation a player has on activation. Characters have a turn rate of 720*/sec, so when the Player changes direction, the Character takes a few frames to play catchup (15 frames for a turn). Quick Turn is activated when an attack is started, and it turns the Character that many degrees instantly. So while the Air Flame had a Quick Turn of 0 and a wide arc with lots of flames before, it now has a Quick Turn of 45* in either direction and a tighter arc with less flames. The attack is weaker overall, but it's more concentrated, and more aimable.

The forward Ground Flame was pretty weak except against the slowest defensive players. I bumped the Quick Turn and gave it a wider 2 flame attack to cover more ground. If someone has the Goblin Head you should be looking for their back, but running askew should be enough to misdirect them as well. If you find that the startup is too fast, please get at me!

The biggest change to the Goblin Head is the neutral Flame Blast. This is a 4 flame attack that takes about a second to activate. Because flames and explosions bypass shields, this should see a lot of use against shielded enemies. It's also really genuinely a cool attack, so whatever, flame throw it up.

The two quality of life updates are the minor glare on shields during their parry state and defaulting the resolution to 480x270. I've been getting into playing the game at high resolution, but most folks have been telling me they like the low res look and mostIntel laptops without dGPUs can only get 60FPS at that resolution anyways. YMMV. Oh, yeah, I promise to add some kind of options saving soon. Sorry?

And lastly other balance tweaks! The Temple Codex heal is a little too strong in multiplayer. I wrecked house 1 vs. 4 more than a handful of times because people just weren't taking advantage of the heal. I slowed it down. Part of the reason is because the Tomb Shield or other back shields are just so strong - since implementing the Tomb Shield I've cut its HP in 1/2! In general shields are more breakable now. I don't know if I like it. I'm tempted to make it so that they don't take damage when you bring them to your front, but I'm not so sure yet.

1217a

  • Set Default Resolution to 480x270 (Low Resolution)
  • Goblin Head Air Flame shoots 3 flames
  • Goblin Head Air Flame quick turn increased to 45* (from 0*)
  • Goblin Head Air Flame spit arc tightened to 30*
  • Goblin Head Forward Ground Flame shoots 2 flames in an arc of 15*
  • Goblin Head Forward Ground Flame quick turn increased to 90* (from 0*)
  • Goblin Head Neutral Flame Blast rapidly shoots 4 flames forward
  • Grandblade Forward Double Slash's second slash changed to a Power Attack (was Armored)
  • Temple Codex Healing Circle activation time increased to 96f (from 80f)
  • TombShield HP dropped to 16 (from 20)
  • RoundShield Quick Turn increased to 135* (from 90*)
  • Red and White Shield HP dropped to 10 (from 12)
  • Pavis HP dropped to 14 (from 16)
  • Pavis Turn Penalty increased to 0.75 (from 0.375)
  • Pavis Shield Stun Return Multiplier increased to 1.25 (from 1)
  • Lion Guard HP dropped to 10 (from 16)
  • Leather Shield HP dropped to 6 (from 8)
  • Leather Shield Quick Turn increased to 180* (from 150*)
  • Leather Shield Move Penalty increased to 1 (from .875)
  • Kite Shield HP dropped to 14 (from 16)
  • Kite Shield Quick Turn increased to 90* (from 60*)
  • Deep Guard HP dropped to 16 (from 20)
  • Buckler HP dropped to 10 (from 12)
  • visible shield parry (.25s)
  • can't spam shield anymore, reduced shield activation to every 15f
  • whale blade air - 4 damage (up from 3)
  • whale blade neutral swing - armor kicks in 10 frames slower, damage dropped to 2, stun bumped to 42f
  • moon breaker fwd quickslash - 2f stun decrease (16 to 14), damage boosted to 2, 2f longer
  • polished blade fwd diagonal slash - power attack
  • bident fwd slash - wider swing, 2f slower, 1m longer, hitbox pulls back deeper
  • starlight stepback thrust - forward motion reduced to 16m/s (from 24m/s)




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