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Toxic Terror was released on Steam today!

If you purchased a copy, you should have a Steam key waiting for you at the site from which you purchased it.

Thank you to everyone who voted for it on Greenlight.
Congrats adambiser! I hope it sells well!
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adambiser: Toxic Terror was released on Steam today!

If you purchased a copy, you should have a Steam key waiting for you at the site from which you purchased it.

Thank you to everyone who voted for it on Greenlight.
Congrats on the Release !

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zeogold: Post-play review:
Really nice reviews ! Both Pre- and post play! Extensive and fair - like the style.
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zeogold:
Wow, somehow I completely missed your post-play review post. I locked onto your reply post below it and didn't look up. Sorry about that! Thank you for posting it!

Thanks for mentioning the help scrolling. I'll toy around with it and see what I can do to spruce that up as well as making controls known from the beginning. "Demo" I used based on Wolfenstein 3D's "Back to Demo" menu item. I'll think about what to do there, too.

Yes, the monsters do move randomly when you are not linearly visible to them.
I have played through the game several times and did try to reduce the luck factor by removing enemies and adding ways of trapping those that are there. Level 8 and 9 are heavy on traps to make things easier.

My playtesting consisted of going through each level of the game to beat it. When a level frustrated me, I changed what was bothering me.

While playing did it become apparent that the skeleton couldn't push one box type?

I've mulled over whether to add a timer or not. Looks like it might be a good idea to do so.
I will look over everything else you wrote. Thanks for the input!
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almabrds: Congrats adambiser! I hope it sells well!
Thank you. :)
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TT_TT_TT_TT: Congrats on the Release !
Thank you, too.
And for pointing out the post-play release because I had missed it. :(
Post edited June 05, 2016 by adambiser
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adambiser: "Demo" I used based on Wolfenstein 3D's "Back to Demo" menu item.
Oh, that's what it was. It would probably help me recognize it if I'd ever actually played Wolfenstein.
I think you could reasonably leave it and just rename it "back to title".
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adambiser: Yes, the monsters do move randomly when you are not linearly visible to them.
I have played through the game several times and did try to reduce the luck factor by removing enemies and adding ways of trapping those that are there. Level 8 and 9 are heavy on traps to make things easier.
I dunno, it seemed like they'd follow me for a pretty good ways. I forget which level in specific did this (it was one with I think 2 spiders and 1 swamp monster at the top of the map where the door was), but they'd even align themselves with the side of the map I was on after only previously spotting me once.
It would probably be useful if you mentioned this in the help section, the behavior of the monsters. You could easily fit it into the story with something like "they get your scent".

I did like the trap factor. In fact, that was probably my favorite part of the game. You might want to increase the time people have on levels though, unless you expect them to do like me and memorize everything.
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adambiser: While playing did it become apparent that the skeleton couldn't push one box type?
Yes, it was fairly obvious. It would bear mentioning in the help section what each enemy does/is capable of, though, since I can easily see somebody getting frustrated on a couple of the skeleton levels if they don't realize that the skeletons need to push something.
Post edited June 05, 2016 by zeogold
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adambiser: I've mulled over whether to add a timer or not. Looks like it might be a good idea to do so.
It can be particularly frustrating if you haven't been dallying and don't realize that the time limit is in place. On the first level I saw the ghost, I had purposefully been taking my time and was familiar with such mechanics, so I understood what was going on. However, this does not mean that all players will. Just imagine if you've been rushing through the level as fast as you can and it just isn't fast enough, and that thing pops up and you instead associate it with not having done something correctly rather than with being too slow. You might spend a large amount of time trying to figure out where you went wrong.

if you don't want to include a timer, then it should, at the very least, be mentioned in the help, possibly along with how many minutes it takes to show up.
Congrats on the Steam release, adambiser! Looks solid. Nice job on that theme song.
Also, many kudos to zeogold for the in-depth feedback!

For that price I'll definitely buy it on sale as the game will pay for itself with steam cards. :P
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zeogold:
Thanks again. I will rework the help and probably have a section marked "spoilers" in case someone prefers to discover things on their own but at the same time allow someone to peek ahead to get hints.

Other things I'll be thinking about adding and how to:
- timer
- less randomized monster movement
- might change the title/demo looping a bit
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zeogold:
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adambiser: Thanks again. I will rework the help and probably have a section marked "spoilers" in case someone prefers to discover things on their own but at the same time allow someone to peek ahead to get hints.

Other things I'll be thinking about adding and how to:
- timer
- less randomized monster movement
- might change the title/demo looping a bit
Once you update it, please let me know. I'd love to run through it again after you've changed it up a bit.
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adambiser: Thanks again. I will rework the help and probably have a section marked "spoilers" in case someone prefers to discover things on their own but at the same time allow someone to peek ahead to get hints.

Other things I'll be thinking about adding and how to:
- timer
- less randomized monster movement
- might change the title/demo looping a bit
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zeogold: Once you update it, please let me know. I'd love to run through it again after you've changed it up a bit.
I will. Thanks.