They’ve gone to plaid!

Today is the Mid-Autumn Festival and also various other full moon-related holidays in other parts of the world.  I thought it would be appropriate to post something about Gonna Catcha today because:

Mid-Autumn Festival –> harvest festival –> harvesting of souls –> psychopomps –> Pohena and Donum
Full moon –> werewolves –> wolves –> Pohena and Donum

Actually, I lied; this has nothing to do with any holiday, it’s just a coincidence. Anyways…

A week ago I posted a video of gameplay from the playable alpha of Gonna Catcha, and since then I’ve gotten some useful feedback and suggestions. One of them was the to increase the speed of the spirits and pretas as the game progresses. I thought this was a good idea, so I did just that: put in some code that allows the game to scale the enemy movement speeds:

16x speed is the maximum the game can handle; any higher will cause the spirits and pretas to break free from their imprisonment of the maze and shoot off into oblivion. However, anything higher than 2x just becomes too difficult and frustrating to play (even 2x was pushing it for me).
With this, I now have two ways of increasing the difficulty of the game:

  1. Increasing the speed of NPCs, and 
  2. Increasing the number of NPCs required to be captured and avoided in a round.

With the former, I think I won’t have to rely on the latter as much to scale the difficulty as the game progresses, I can ramp up the latter much quicker and make the early rounds less boring.

P.S.  On a serious note, today is also a sad day with the passing away of former Nintendo president Hiroshi Yamauchi:
As someone who started gaming on the Famicom and Game Boy and now the owner of a Wii U and 3DS, this news hit me hard. May he rest in peace.

Great, now I feel awkward for publishing this post today.

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