
Ruff Tuff Skies
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
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>Pal wakes up to a disaster!
With no crew left after the storm, it's up to Pal to survive and make it to land.
I believe this is the first project I've done that we nearly ran out of time to make a working game.
We're actually on good pace throughout the whole time, but there were challenges in the way that took us longer than expected. However, we're going to continue it afterwards and make it the best as it can be! - fiaKaiera
Surprisingly, this is the first time I sort of stalled working on a game jam.
Normally we'd blast this down with no sweat, but in return, we learned some new things definitely and got comfier with what I'm working with. I'm quite excited to return to this but hey, at least we finished with all mechanics there! - Wishdream
* WASD / Arrow Keys: Move around
* Down: Buy from shop
* Left Click / C / Kp1: Use Weapon
* Right Click / X / Kp2: Use Hammer
* Shift: Dash
* Ctrl / Mid Click / Kp3: Dodge
* Space / Z: Jump
* Tap twice to use an aerial maneuver!
* Movement - Controller
* Left Thumbstick / D-Pad: Move around
* X: Use Weapon
* Y: Use Hammer
* B/RB: Dash
* LB: Dodge
* A: Jump
* Tap twice to use an aerial maneuver!
There will be stop points! Keep going and arm yourself for the journey!
* @Wishdream -- Main Programmer & Sound
* YouFulca -- Background Music (opting out of audio because of this!)
* You can also contact me or comment if there's bugs found here. I'll fix it as fast as possible.
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:bug: Bugs we're aware:
We're currently taking a short break. We will be fixing them soon.
* *The healing item is missing.*
* Stage
* Weighted platforms are moving on their own
* Getting stuck in stage geometry when a block recovers
* You can get stuck between a weighted platform and a hard place
* However, you can easily get away but hitting the weighted platform with the hammer
* Attacks
* Bullets are hitting stairs
* All attack hitboxes are too small
* Hammer
* Hammers are too weak and requires too many taps to fix
* Items
* The icon for "Faster Flight" changes to a sword once bought
* Main Menu
* The lack of an options menu, background sound might be too loud
* All buttons after quitting does not work
* Transition has the wrong Z index
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:ballot_box_with_check: Changelog:
※ All changes during the compo will only be either bug fixes or accessibility patches of some sort to make it more accessible to everyone. No new feature will be added for this game for the rest of the compo.
* OCT 4 @ 7pm PST
* We made it! It's not perfect, but we made it!
* OCT 5 @ 7am PST
* Balance Changes going towards the player to prevent early frustrations
* A healing item is added back, and will now be always available (it was accidentally removed because iterators...)
* All weapons: Attack radius are modified
* All hammers:
* Hitboxes adjusted 1 block ahead of Pal
* Build amount 3 -> 4 (3 hits to max, 5 hits to recover)
* Golden hammer build amount 4 -> 5 (2 hits to max, 3 hits to recover)
* Dash, Dagger and Base Hammer is removed from the rotation (basically what you start with)
* MAX DAMAGE and MAX HAMMER is temporarily removed due to a bug screwing you over despite having "Hammer" and/or Spike Hammer
* All items price range: 40 to 250 -> 50 to 150
* Accessibility Changes
* Items: Items do stack! We forgot to have the counter on them
* Item Pedestals: Changed to have a panel behind them for visibility
* Transitions: Faster and color changed from contrast
* HUD: Flight time is now shown
* Stage: Shows the use of the hammer, hopefully it signals the rest of the controls
* BGM: Reduced by 3dB
* Window: You can now resize the window
* Bug Fixes
* Pal: Dashing now stops you from falling as intended
* Item - "Hammer": Actually now builds
* Item - Revolver / Shuriken: Now passes through level geometry
* Item - Double Time: Now shows its icon instead of the sword
* Item - Double Time: Now increases flight time as intended
* Item - +20% Damage: Now properly adjusts damage
* Item - +20% Hammer: No longer crashes the game
* Weighted Platforms: Works correctly, lowering when an something is on it
* Ladders: Works correctly, disabling climbing when destroyed
* Main Menu: Now works after exiting the game
* Main Menu: Exit button no longer shows on HTML5
* Main Menu: Buttons are resized correctly
* Introduction cutscene: now works properly than cutting off
* Transitions: No longer hides behind objects
* OCT 5 @ 9am PST
* Balance Changes
* All items price range: 50 to 150 -> 45 to 150
* Stage decay timer: 1 second to 1.25 seconds
* Bug Fixes
* Transitions: Now plays on their respective screens
* Stage: Flow time is now affected by travel speed
* Pal: Air dash actually plays the aerial sound than being completely silent
* OCT 6 @ 4am PST
* Balance Changes
* All items are limited to 7 stacks now
* Bug Fixes
* Items: Prevent items affecting more than it should
* Items: Some items actually do something more than the first stack now
* Stage: Stage timer CANNOT go under negative multiplier
* OCT 9 @ 12pm PST
* Accessibility Changes
* Controls: Changed to accommodate a ZXC + arrow control scheme
* Controls: Changed to accommodate keypad 1/2/3 as an alternative for the mouse
* Bug Fixes
* Stage: Kill plane should now be bigger and prevent any (for some rare occasion) endless stage fallout
-----
:speech_balloon: Feedback is always appreciated! We would love to know how far you got down!
>Pal wakes up to a disaster!
With no crew left after the storm, it's up to Pal to survive and make it to land.
I believe this is the first project I've done that we nearly ran out of time to make a working game.
We're actually on good pace throughout the whole time, but there were challenges in the way that took us longer than expected. However, we're going to continue it afterwards and make it the best as it can be! - fiaKaiera
Surprisingly, this is the first time I sort of stalled working on a game jam.
Normally we'd blast this down with no sweat, but in return, we learned some new things definitely and got comfier with what I'm working with. I'm quite excited to return to this but hey, at least we finished with all mechanics there! - Wishdream
:beginner: CONTROLS:
* Movement - Keyboard* WASD / Arrow Keys: Move around
* Down: Buy from shop
* Left Click / C / Kp1: Use Weapon
* Right Click / X / Kp2: Use Hammer
* Shift: Dash
* Ctrl / Mid Click / Kp3: Dodge
* Space / Z: Jump
* Tap twice to use an aerial maneuver!
* Movement - Controller
* Left Thumbstick / D-Pad: Move around
* X: Use Weapon
* Y: Use Hammer
* B/RB: Dash
* LB: Dodge
* A: Jump
* Tap twice to use an aerial maneuver!
:beginner: MECHANICS:
The Goal: Keep you and your ship running! We want to make it to land!There will be stop points! Keep going and arm yourself for the journey!
:bookmark: CREDITS:
* @fiaKaiera -- Team Leader, Art & Co-Programmer* @Wishdream -- Main Programmer & Sound
* YouFulca -- Background Music (opting out of audio because of this!)
:speech_balloon: QUESTIONS:
* If you have any questions, feel free to ask from my twitter: @fiaKaiera* You can also contact me or comment if there's bugs found here. I'll fix it as fast as possible.
-----
:bug: Bugs we're aware:
We're currently taking a short break. We will be fixing them soon.
* *The healing item is missing.*
* Stage
* Weighted platforms are moving on their own
* Getting stuck in stage geometry when a block recovers
* You can get stuck between a weighted platform and a hard place
* However, you can easily get away but hitting the weighted platform with the hammer
* Attacks
* Bullets are hitting stairs
* All attack hitboxes are too small
* Hammer
* Hammers are too weak and requires too many taps to fix
* Items
* The icon for "Faster Flight" changes to a sword once bought
* Main Menu
* The lack of an options menu, background sound might be too loud
* All buttons after quitting does not work
* Transition has the wrong Z index
-----
:ballot_box_with_check: Changelog:
※ All changes during the compo will only be either bug fixes or accessibility patches of some sort to make it more accessible to everyone. No new feature will be added for this game for the rest of the compo.
* OCT 4 @ 7pm PST
* We made it! It's not perfect, but we made it!
* OCT 5 @ 7am PST
* Balance Changes going towards the player to prevent early frustrations
* A healing item is added back, and will now be always available (it was accidentally removed because iterators...)
* All weapons: Attack radius are modified
* All hammers:
* Hitboxes adjusted 1 block ahead of Pal
* Build amount 3 -> 4 (3 hits to max, 5 hits to recover)
* Golden hammer build amount 4 -> 5 (2 hits to max, 3 hits to recover)
* Dash, Dagger and Base Hammer is removed from the rotation (basically what you start with)
* MAX DAMAGE and MAX HAMMER is temporarily removed due to a bug screwing you over despite having "Hammer" and/or Spike Hammer
* All items price range: 40 to 250 -> 50 to 150
* Accessibility Changes
* Items: Items do stack! We forgot to have the counter on them
* Item Pedestals: Changed to have a panel behind them for visibility
* Transitions: Faster and color changed from contrast
* HUD: Flight time is now shown
* Stage: Shows the use of the hammer, hopefully it signals the rest of the controls
* BGM: Reduced by 3dB
* Window: You can now resize the window
* Bug Fixes
* Pal: Dashing now stops you from falling as intended
* Item - "Hammer": Actually now builds
* Item - Revolver / Shuriken: Now passes through level geometry
* Item - Double Time: Now shows its icon instead of the sword
* Item - Double Time: Now increases flight time as intended
* Item - +20% Damage: Now properly adjusts damage
* Item - +20% Hammer: No longer crashes the game
* Weighted Platforms: Works correctly, lowering when an something is on it
* Ladders: Works correctly, disabling climbing when destroyed
* Main Menu: Now works after exiting the game
* Main Menu: Exit button no longer shows on HTML5
* Main Menu: Buttons are resized correctly
* Introduction cutscene: now works properly than cutting off
* Transitions: No longer hides behind objects
* OCT 5 @ 9am PST
* Balance Changes
* All items price range: 50 to 150 -> 45 to 150
* Stage decay timer: 1 second to 1.25 seconds
* Bug Fixes
* Transitions: Now plays on their respective screens
* Stage: Flow time is now affected by travel speed
* Pal: Air dash actually plays the aerial sound than being completely silent
* OCT 6 @ 4am PST
* Balance Changes
* All items are limited to 7 stacks now
* Bug Fixes
* Items: Prevent items affecting more than it should
* Items: Some items actually do something more than the first stack now
* Stage: Stage timer CANNOT go under negative multiplier
* OCT 9 @ 12pm PST
* Accessibility Changes
* Controls: Changed to accommodate a ZXC + arrow control scheme
* Controls: Changed to accommodate keypad 1/2/3 as an alternative for the mouse
* Bug Fixes
* Stage: Kill plane should now be bigger and prevent any (for some rare occasion) endless stage fallout
-----
:speech_balloon: Feedback is always appreciated! We would love to know how far you got down!