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General => SFML projects => Topic started by: thebwainz on January 04, 2016, 02:22:27 pm

Title: Slimey Carnage (alpha)
Post by: thebwainz on January 04, 2016, 02:22:27 pm
Link to new thread: http://en.sfml-dev.org/forums/index.php?topic=20974.0

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About

Slimey Carnage is a skill-based platformer for 1 to 4 players (single player and local multiplayer).

There are 6 standard worlds and 1 bonus world to be traversed. Each world has a dozen levels and introduces a new unique theme and new traps/enemies.


Controls

Players can use a controller (players 1-4) or the keyboard (player 1).

Key bindings can be found in the options menu.

The game was tested with an Xbox controller. Other controllers may or may not work (but should).


Screenshots

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That's it

What do you think of the game? If you have suggestions or discover any bugs please let me know :)

PS: Multiplayer is largely untested but will probably work.


Updates

23 Feb 2016
v0.1.1.0 alpha

08 Mar 2016
v0.1.2.0 alpha

21 Mar 2016
v0.1.3.0 alpha

25 Mar 2016
v0.1.3.1 alpha

05 Apr 2016
v0.1.4.0 alpha

07 Apr 2016
v0.1.4.1 alpha

09 Apr 2016
v0.1.4.2 alpha
Title: Re: Slimey Carnage
Post by: FRex on January 04, 2016, 04:36:56 pm
I really liked it, death sound is satisfying, menu is very nice and looks clear and polished.
But I only could play few Sky Temple levels before it got too hard, skill based is not my kind of platformer. :-\
Were you inspired by meatboy, jelly escape or boshy at all?
Can you say a bit more about how did you make it?
What libs (other than SFML and physfs) did you use, did you write own collision, where do you want to take the development, what map editor did you use, etc?
Title: Re: Slimey Carnage
Post by: iride on January 05, 2016, 01:54:56 am
Amazing.
Title: Re: Slimey Carnage
Post by: thebwainz on January 05, 2016, 08:08:21 am
I guess even though I've only played it for a few minutes a long time ago, Super Meat Boy inspired me because the gameplay (room based game, avoid traps and enemies etc) is kind of similar. I'm not familiar with the other games.

The current version only uses SFML and PhysicsFS, as you mentioned. Everything else is self-written (collision, text handling, audio system, etc). The maps were created in Tiled and then exported into a custom class where the tiles and live objects are created. I used sfxr, bfxr, and Audacity to make the sounds. The music (which was made by someone else) was edited in Audacity and is also live-edited in my sound system.

The plan is basically to complete the remaining worlds, then work on death match mode (custom levels where the players have to survive as long as they can) and a timed campaign (with leaderboards?).

I have to work on all that in my off-time, so it will take some time. I plan on releasing new versions on a weekly basis, which will fix bugs and add new content
Title: Re: Slimey Carnage
Post by: eXpl0it3r on February 16, 2016, 11:25:49 am
This is really great! :)

But I have to agree with FRex, after the first very few levels it already gets too hard.
Have you played this only with a controller? Because with a keyboard the movement is very twitchy. If you press a key for 10ms longer than you should, you've already crossed like 2 tiles or so.

Unless you wanted to create the game for super platformer people, I suggest you give it to a few friends and get some feedback on what is too hard. Also test both keyboard and controller.
Title: Re: Slimey Carnage
Post by: thebwainz on February 22, 2016, 04:10:16 pm

After I posted v0.1.0.0 alpha (the initial public version) I actually stopped working on the game completely and moved on to another project. Now that I've had an almost 2 moth break from the game, I decided to resume developing it, even though I've received little to no player feedback :/

I've already fixed a couple of bugs and exploits, and also created new traps for world 5 (whose theme is also largely finished by the way).

Quote
Because with a keyboard the movement is very twitchy. If you press a key for 10ms longer than you should, you've already crossed like 2 tiles or so.

I've experienced something similar on some occasions (very rarely though). I suspect there's a bug somewhere in my input system which I will look into hat causes that behavior. The new version will also have adjusted player physics (mainly air acceleration) that may straighten that unwanted behavior out.

Quote
Have you played this only with a controller? [...] Also test both keyboard and controller.

It's weird you are saying that because I tested the game mainly with the keyboard. It'd be great if you (and other people) could give the game another try once I release the new version sometime this week (probably weekend) with the reworked physics.

Fun fact: Multiplayer is 100% untested because I only have 1 controller :). Has anyone tried it yet?

Quote
But I have to agree with FRex, after the first very few levels it already gets too hard.

I'm absolutely willing to make the levels easier. The problem is that I only hear from people that "it's too hard" without them pinpointing exactly what is too hard.

Could you perhaps tell me at what point (what level) it gets too hard, and why?

World 1 (Sky Temple) is kind of a tutorial that aims at teaching basic stuff. For example:

1-1: Move and simple jump over  spikes & chasm
1-2: Same as 1-1 and introduces double jump
1-3: Same as above, only more difficult
1-4: Important mechanic: Forces the players to let themselves fall and then utilize the double jump to cross the gap
1-5: Nothing new, just more difficult
1-6: Forces use of mechanic learned in 1-4
1-7: Standard platforming and use of mechanic learned in 1-4
1-8: When taking the bonus pickup path, teaches the player to mind air acceleration / keep balance in the air (steer left/right)
1-9: Similar to 1-8, harder
1-10: Use of learned stuff (mainly 1-4)

Would love to hear your opinion(s) on this
Title: Re: Slimey Carnage
Post by: Ironbell on February 22, 2016, 09:21:25 pm
Nice game, I like the graphics and the menu  ;). I struggled myself through until 2-6. (Hard game, eh :) )


I'm absolutely willing to make the levels easier. The problem is that I only hear from people that "it's too hard" without them pinpointing exactly what is too hard.

Could you perhaps tell me at what point (what level) it gets too hard, and why?

World 1 (Sky Temple) is kind of a tutorial that aims at teaching basic stuff.

The "Tutorial" got easier after I've read your hints. But I also have to say that your game is too hard and I hope I can give you some hints about *why* I think so.


I hope that helps a little bit :)



Title: Re: Slimey Carnage
Post by: thebwainz on February 22, 2016, 11:11:05 pm

Quote
  • The ooze moves very fast, giving the player (too) little time to react.
  • Player inputs are processed as "all or none", there is no chance in dosing how much you want to move. If I press a key only for a very short time, I expect my slime to move only a little bit. It seems to me like a sudden impulse, adding velocity to the slime. If you do so, try adding acceleration instead for the time a player presses a key for moving left / right.
  • Many jumps aim for exact timing. Maybe looking at my first point would make this seem more fair to the player.

The new version will have adjusted physics. By the way, I already use acceleration (air and ground acceleration currently have the same values but that will be changed); it's just that it's too high (which means the player will be at maximum speed very quickly... too quickly).

I will definitely change the values because the criticism is 100% legitimate. Though I'll have to see how tricky that gets since I'll have to redo quite some levels to account for the new physics.

Quote
  • Walls and the ceiling kill the player instantly. Why? This is not intuitive. Try adding a spikey border to show how dangerous these walls are?

I'll think about that. I'm afraid it's going to look terrible (visually) but I'll see what I can do. Maybe a very subtle spikey border.

Quote
I hope that helps a little bit :)

Yes! You raised good points.
Thank you very much!
Title: Re: Slimey Carnage
Post by: thebwainz on February 23, 2016, 01:23:15 pm
Update!

23 Feb 2016
v0.1.1.0 alpha

This update fixes a lot of bad stuff people had issues with.  Give it a try, it almost feels like the game is a completely different experience now!

This will wipe your save file, but it'll be worth it :)

The content update will follow this weekend.
Title: Re: Slimey Carnage
Post by: eXpl0it3r on February 24, 2016, 02:26:59 pm
Your version history on your site is kind of confusing, since it lists the old versions first and the download just says "latest version" which isn't very clear either. ;)
Title: Re: Slimey Carnage
Post by: thebwainz on February 24, 2016, 03:42:06 pm
Your version history on your site is kind of confusing, since it lists the old versions first and the download just says "latest version" which isn't very clear either. ;)

Improved it. Should be clearer now!
Title: Re: Slimey Carnage
Post by: Hapax on February 24, 2016, 09:45:18 pm
It's good that you've put up a video of the game; it allows it be seen much more easily. You should add it to your original post (embedded - see below)
It looks pretty good - pretty solid. Is the "stuttering" of the player in the game or because of the recording?

If you change your YouTube link to just "http" from "https", it'll embed it into your post ;)
Title: Re: Slimey Carnage
Post by: thebwainz on February 24, 2016, 09:51:02 pm
It's good that you've put up a video of the game; it allows it be seen much more easily. You should add it to your original post (embedded - see below)
It looks pretty good - pretty solid. Is the "stuttering" of the player in the game or because of the recording?

If you change your YouTube link to just "http" from "https", it'll embed it into your post ;)

Yeah, it's due to my crappy PC. There's no stuttering in the game. Try it for yourself, it runs smoothly :)

I'll record a better video later and add it to my original post.
Title: Re: Slimey Carnage
Post by: Hapax on February 24, 2016, 09:56:56 pm
Did you just...delete your post with the video?
Title: Re: Slimey Carnage
Post by: eXpl0it3r on February 24, 2016, 11:05:10 pm
Just played the new version and I've to say the controls feel A LOT better and the first levels are really good now. Even the one (IMHO) a bit more tricky level at the end of the stage feels great, more like puzzle solving and not just frustration because the player is uncontrollable. :)

Will definitely spend some time with this game.
Title: Re: Slimey Carnage
Post by: Ironbell on February 25, 2016, 04:39:23 pm
Wow awesome what such a "simple" change can do to the feel of the game! Great, thank you, I'll be happily testing your game when I find the time to play  ;D
Title: Re: Slimey Carnage
Post by: thebwainz on March 08, 2016, 06:17:55 pm
Update!

08 Mar 2016
v0.1.2.0 alpha

(click to show/hide)

Took me a bit longer than anticipated. Oh well.

This update will unfortunately wipe your save file again,
so if you want you can download a save file that unlocks all levels in worlds 1-4 (bonus pickups won't unlock):

https://www.dropbox.com/s/9v2yg838lsaysod/slimey_carnage_progress?dl=0
Title: Re: Slimey Carnage
Post by: Ironbell on March 09, 2016, 11:57:05 am
Cool, nice update! Two small things I noticed while testing:


Title: Re: Slimey Carnage
Post by: thebwainz on March 09, 2016, 06:42:03 pm
Quote
I move the slime with A/D but to leave a level, W doesn't work, I have to use the arrow-up key. If both A/D and the arrows work for moving, I would expect that W does the same as the arrow-up key.
Now that you mention it, it really does make more sense to use W instead of E to use the doors. I'll change it in the next version.

Quote
In the first level of the icy temple, there is a shooter-thingy at the bottom. When you just drop beneath it, it kills you instantly (you see no red shot). Is this intended?
Colliding with the turret shouldn't be lethal, only with its projectiles. There's a spike right underneath it (that wasn't there in early versions). Maybe you got killed by it?

And thanks for testing :)
Title: Re: Slimey Carnage
Post by: thebwainz on March 21, 2016, 03:51:41 pm
Update!

21 Mar 2016
v0.1.3.0 alpha

Don't anger the flying Buddha statues.

(click to show/hide)

This is the last time your save file gets wiped. All future updates will preserve it.
Title: Re: Slimey Carnage
Post by: thebwainz on March 25, 2016, 09:42:37 am
Update!

25 Mar 2016
v0.1.3.1 alpha


This version unexpectedly broke the save file :)

Here is a download link to one that unlocks all levels in worlds 1-6 (excluding bonus pickups): Dropbox link (https://www.dropbox.com/s/1mzbxdpxssy8ogx/slimey_carnage_progress?dl=0)
This save file is for version 0.1.3.1 alpha and not compatible with older versions.

Stay tuned for the next release!
Title: Re: Slimey Carnage
Post by: thebwainz on April 05, 2016, 07:17:45 pm
Update!

05 Apr 2016
v0.1.4.0 alpha

Bonus world screenshot

(click to show/hide)

Save file info

Note that previous save files won't work with this version.

Since this update wraps up the campaign, the save file will work for all future versions.

What's next?

The next version will have another small campaign content update (which can be unlocked by beating the final level of the bonus world), but other than that the campaign is finished.

I'll try to find and fix any bugs or annoyances that I overlooked, and then start working on the new game mode (for multiplayer).

I'm eager to know what you guys think. If you have suggestions, found bugs, or have feedback of any kind, I'll be all ears!

PS: I'm in the process of recording some gameplay footage, so expect to see some videos in the near future.
Title: Re: Slimey Carnage
Post by: eXpl0it3r on April 06, 2016, 09:38:17 am
Yay, no more breaking save files. :)

One suggestion when you finish on stage and you get back to the nexus, maybe highlight the entrance/exit slightly (some glow effect or so), that way it becomes more obvious that one has to go back.

Will be looking forward to your footage.
Title: Re: Slimey Carnage
Post by: FRex on April 06, 2016, 02:28:11 pm
Why is there a zip file without an extension with ogg files without extensions in it? Is that a security precaution? ;D
Title: Re: Slimey Carnage
Post by: eXpl0it3r on April 06, 2016, 02:29:56 pm
The game seems to use physfs.
Title: Re: Slimey Carnage
Post by: FRex on April 06, 2016, 02:43:12 pm
Yes, I'm big fan of how nice that library works and I can see the dll there too. :P
The game seems to be easier now: I just passed easily all of world 1 since writing the last post. I quit after not being able to outrun the shooters in world 2 level 1 but I might try again later.
Title: Re: Slimey Carnage
Post by: K.F on April 07, 2016, 10:43:09 am
Great game  ;D , flawed but great. Finished everything including world 7 and collecting all these yellow circles. Here some of the problems that I found in the game:

1- stage 6-10 and 7-6 are the same stage, they just have different exits. The exit is 7-6 is in the same place of the circle in 6-10, and you can't get to stage 7-6 without collecting the circle from 6-10 anyway, so the player is repeating the exact same thing.

2- Some hit boxes are questionable, but the rotating star hit box is just wrong, it's way too big compared to its sprite. the bomb explosion hit box stays way too long, much longer than you'd expect.

Also, the sides and the top of the screen kill you!? There should be something indicating that they are lethal, when there is nothing is on the side of a level, I assume by default either it is a wall or the screen will scroll.

The bottom should be lower than it is, there are many jumps that I plan to go off screen from the bottom before I jump again to a platform, but I can't because of the kill box. Same thing from the top.

3- Time wasters, these kill the pace of the game, main two offenders are insect traps, and spike traps. Spike trap takes long to go back, and takes too long to appear which looks pretty odd, traps usually snaps into position, and retracts slowly. This one activates slowly, stays in place too long, then retracts slowly, waiting for them is pretty tedious, but they are not even close to how bad the insect trap is.

Every thing about the insect trap is bad, it is the second worst thing in the game, they waste a lot of time, they are random, and twice in the game, they are in a combination with other traps, that appear to be impossible - or at least very difficult - to avoid death from first time, I had to activate it, die, then run fast to go past it before it activates again.

4- Absolute worst part about the game, the random yoyos. Nothing worse in a skill based games than doing everything spot on, just to be killed because you were "not lucky enough". If those f**kers were in the start of the game, I would not have touched the game with a light year long pole.

5- Jumping, a fixed height jump really gives a bad, outdated and clunky feel to the game I found my self  .Also, the game might benefit from a small ghost jump.

Still a fun game, the difficulty is perfect for me, and skill games should always be difficult IMHO, other ways they lose their whole appeal.
Title: Re: Slimey Carnage
Post by: thebwainz on April 07, 2016, 06:21:59 pm
Quote
Great game  ;D , flawed but great. Finished everything including world 7 and collecting all these yellow circles. Here some of the problems that I found in the game:

That's so cool. I'm currently replaying all levels because I'm recording a gameplay video, and even though I've played every level dozens of times, completing the game takes me longer than I'd like to admit ;)

Quote
1- stage 6-10 and 7-6 are the same stage, they just have different exits. The exit is 7-6 is in the same place of the circle in 6-10, and you can't get to stage 7-6 without collecting the circle from 6-10 anyway, so the player is repeating the exact same thing.

Actually levels 7-1 through 7-6 are near duplicates of previous levels - slightly altered and a little harder. Namely, 7-1 is 1-10, 7-2 is 2-10, 7-3 is 3-10, 7-4 is 4-10, 7-5 is 5-10, 7-6 is 6-10. All other levels are unique.

Quote
2- Some hit boxes are questionable, but the rotating star hit box is just wrong, it's way too big compared to its sprite. the bomb explosion hit box stays way too long, much longer than you'd expect.

Fixing the pendulum's hitbox has been on my todo list for a while. I'll make it smaller in the next update. I guess I can also tweak the amount of time the bomb's hitbox stays up a little.

Quote
Also, the sides and the top of the screen kill you!? There should be something indicating that they are lethal, when there is nothing is on the side of a level, I assume by default either it is a wall or the screen will scroll.

The bottom should be lower than it is, there are many jumps that I plan to go off screen from the bottom before I jump again to a platform, but I can't because of the kill box. Same thing from the top.

Yeah, that's a bug. Currently there's a 1-tile grace space at the top and on the left of the screen (meaning the player can jump up to 1 tile outside the screen). However, there's no space at the bottom and on the right of the screen, which is something that will be fixed in the next version.

Quote
3- Time wasters, these kill the pace of the game, main two offenders are insect traps, and spike traps. Spike trap takes long to go back, and takes too long to appear which looks pretty odd, traps usually snaps into position, and retracts slowly. This one activates slowly, stays in place too long, then retracts slowly, waiting for them is pretty tedious, but they are not even close to how bad the insect trap is.

While replaying the game, I've noticed that too. I'll adjust the activation and retraction speed in the next update.

Quote
Every thing about the insect trap is bad, it is the second worst thing in the game, they waste a lot of time, they are random, and twice in the game, they are in a combination with other traps, that appear to be impossible - or at least very difficult - to avoid death from first time, I had to activate it, die, then run fast to go past it before it activates again.

Right. I'll look into that and see what I can do about it.

Quote
4- Absolute worst part about the game, the random yoyos. Nothing worse in a skill based games than doing everything spot on, just to be killed because you were "not lucky enough". If those f**kers were in the start of the game, I would not have touched the game with a light year long pole.

Can't argue with that.

This is what I'm going to do: The random yoyos (they're not called yoyos internally, but let's call them that :)) will stay in the game in the easier levels / in the levels where they can't really screw the player over that much, but I'll see to it that I replace them with the standard yoyos in the levels where the random aspect is too much of a burden. (Also in the next update.)

Quote
5- Jumping, a fixed height jump really gives a bad, outdated and clunky feel to the game I found my self  .Also, the game might benefit from a small ghost jump.

The whole game was designed with the fixed jump height in mind. I won't change the physics because I'd have to basically redo every single level.

However, I'd be interested in what you mean by "ghost jump"?

Quote
Still a fun game, the difficulty is perfect for me, and skill games should always be difficult IMHO, other ways they lose their whole appeal.

Thank you! I appreciate you typing all that out, and your honesty!

---

Also, there's currently a bug (which is already fixed in the next version) that causes the vsync setting to be ignored if there's a framerate limit set. If you want to play with vsync, here's a workaround for the current version: Turn off framerate limit and vsync in the game, and turn on vsync in your graphics card's settings.
Title: Re: Slimey Carnage
Post by: K.F on April 07, 2016, 07:25:38 pm

Actually levels 7-1 through 7-6 are near duplicates of previous levels - slightly altered and a little harder. Namely, 7-1 is 1-10, 7-2 is 2-10, 7-3 is 3-10, 7-4 is 4-10, 7-5 is 5-10, 7-6 is 6-10. All other levels are unique.


Aww, and I thought that I was being perceptive catching that level  ;D


However, I'd be interested in what you mean by "ghost jump"?


Ghost jump is allowing the player to jump even after they left a platform and started falling, usually just for a couple to several frames. It is used in the vast majority of platformers - at least good ones -, it vastly improves the feel of the game, and eliminates the latency issue where the player actually presses the jump button at the right time right at the edge of the platform, but because of latency, the jump press will register in time, and he will fall instead, or in the case of your game, cannot double jump after the air jump.

More elaborate articles:

http://www.gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php

http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php


Thank you! I appreciate you typing all that out, and your honesty!


Glad it helped, I reach the end of a project sometimes, and nothing help me improve it more than a brutal but friendly other pair of eyes.  ;D
Title: Re: Slimey Carnage
Post by: thebwainz on April 07, 2016, 09:00:15 pm
Update!

07 Apr 2016
v0.1.4.1 alpha

This is a quick update to address some issues. More changes will come within the next days!
Title: Re: Slimey Carnage
Post by: thebwainz on April 07, 2016, 09:04:52 pm
I pushed a quick update to address some of the issues (see post above).

Quote
Ghost jump is allowing the player to jump even after they left a platform and started falling, usually just for a couple to several frames. It is used in the vast majority of platformers - at least good ones -, it vastly improves the feel of the game, and eliminates the latency issue where the player actually presses the jump button at the right time right at the edge of the platform, but because of latency, the jump press will register in time, and he will fall instead, or in the case of your game, cannot double jump after the air jump.

More elaborate articles:

http://www.gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php

http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php

I see. I've read about that technique before, and I'll look into it.

Quote
Glad it helped, I reach the end of a project sometimes, and nothing help me improve it more than a brutal but friendly other pair of eyes.  ;D

Yeah, that kind of feedback really is the most valuable. Thanks again!
Title: Re: Slimey Carnage
Post by: eXpl0it3r on April 08, 2016, 12:16:17 am
Ghost jump is allowing the player to jump even after they left a platform and started falling, usually just for a couple to several frames. It is used in the vast majority of platformers - at least good ones -, it vastly improves the feel of the game, and eliminates the latency issue where the player actually presses the jump button at the right time right at the edge of the platform, but because of latency, the jump press will register in time, and he will fall instead, or in the case of your game, cannot double jump after the air jump.

More elaborate articles:

http://www.gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php

http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php
This has gotten my quite a lot. Would love to see this changed a bit. :D
Title: Re: Slimey Carnage
Post by: thebwainz on April 09, 2016, 12:58:00 pm
Update!

09 Apr 2016
v0.1.4.2

You may have noticed the alpha tag was removed. This is because the campaign is 100% finished and I decided against creating new content (e.g. new game modes), and leave the game in its current state - at least for now.

As always, all feedback is welcome. If you find bugs please let me know.

Enjoy!
Title: Re: Slimey Carnage
Post by: KitKatKitten on April 22, 2016, 05:24:58 am
Awesome game, love the visuals and sound. Simple, but requires timing and precision and challenges the player's skill. I really like it. Yeah, it's difficult, but not (too) unfair.  :D

Constructive feedback:

That was quite a bit of feedback, but it's because I like this game and want it to be a bit better :P.

If I didn't mention something above, it just means it's good and warrants no complaints!

Keep it up!
Title: AW: Re: Slimey Carnage
Post by: eXpl0it3r on April 22, 2016, 09:56:03 am
Consider speeding UP the bullets from the shooters. As it stands, they are so slow that you often have to worry about every bullet more than once, since you can outrun them so easily. You jump to dodge a bullet then land back on it. You can dodge a bullet, cross the entire screen, and find yourself having to dodge it again. There's also the funny scenario of getting killed by a bullet, then getting killed by it again after respawning. They just travel so slowly.
While I have run into one bullets multiple times myself, I think speeding them up would make action in close range quite a lot harder.
Title: Re: Slimey Carnage
Post by: thebwainz on May 17, 2016, 04:13:06 am

Sorry for the late reply, I was kind of busy.... anyway: Thank you, I appreciate it! I have implemented some stuff you mentioned. In fact, I have been working on the game a lot for the past few weeks and it's soon getting a full release.
Title: Re: Slimey Carnage
Post by: eXpl0it3r on May 17, 2016, 08:20:05 am
Awesome! :)
You obviously already got my YES vote! Hope this gets quite some traction.

Do you have a Twitter account?
Title: Re: Slimey Carnage
Post by: thebwainz on May 17, 2016, 09:20:32 am
Awesome! :)
You obviously already got my YES vote! Hope this gets quite some traction.

Do you have a Twitter account?

Thanks for the support!

I don't have a Twitter account.

I probably should have started using Twitter a long time ago... I was just never really into that whole thing. I might create an account soon and start posting updates and gain some followers but I have literally no experience with it and I'm not sure if it's worth it / too late? ::)
Title: Re: Slimey Carnage
Post by: eXpl0it3r on May 17, 2016, 09:47:50 am
For the promotion of the game, it may be a bit too late, yes. Getting a group of followers can take some time.
But it's never really too late. If it gets some traction people might well search for it on Twitter and through the promotion of the game at other places, you can at the same time "promote" your Twitter account. ;)
Title: Re: Slimey Carnage
Post by: Ironbell on May 18, 2016, 07:49:02 pm
Voted ;) Good luck with your greenlight campaign!
Title: Re: Slimey Carnage
Post by: thebwainz on May 19, 2016, 09:39:26 am
Thanks! I'll post an update soon (next week or so) on how it's going.