The Health Mini-Game Complete


This week I created the health mini-game: the cart pull. In it you must keep your cursor inside the circle to progress. The game ends when you travel a set distance, and you earn health and respect based on how long you were able to keep the cursor in the circle. The circle randomly moves around the screen but it is rather slow. It makes for a game that requires a little less focus. 


There were some cloud and weather adjustments I had to make so that weather could be brought into this mini-game. I'm not sure if I'll put weather into the other games, but it felt right for the cart-pull.


I may adjust mini-games to take 8 hours instead of 4, so only 3 games per day can be played. Otherwise with how the current food/sleep/dirty systems work you can probably get in over 10 training sessions before you will need to care for the dragon. I'm hesitant to do too much balancing before I release a demo. I players will want certain parts of the game adjusted so its best not to waste time on it.


Flap Demon has passed all the steam support reviews necessary to be released on steam. I had to spend a day this week fixing bugs steam support found. Bit of a pain, but it will release on the 29th. It will be interesting to see how release works. Good to know in advance for when I need to release Dragon Creek. 


I probably will do early access for Dragon Creek. 1 month of free demo, then I'll put it on steam at a discount price. That way if Dragon Creek is a complete flop, I will know before I'm completely bankrupt and I can move to other projects.  


I did say I was going to have a demo by end of October, but I spent a month on Flap Demon, trying out streaming, and contract work. So although the training games are moving at a good pace, I probably won't have a demo until November/December. 

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