Features:
+ Funny collect 'em all game for 1-4 players
+ Two game modes: Adventure and Battle Arena
+ Many different power-ups and monsters
+ Special Billy-soundtrack
+ The sequel to Billy Blaubeere V2.0
Story:
Billy Blaubeere, the hero of this adventure, lives in Fruitania. Negative energy is darkening all countries adjacent to Fruitania, which is a menace to Billy and his friends as well. Therefore, Billy has to go on a journey, find the root of this evil and stop the spreading darkness. According to the wizard Mitamine Magicberry, the wicked wizard Worrh has been able to restore his witcheries. Now he wants to enslave all countries with his dark spell and monsters...
Adventure mode:
+ 18 levels in six worlds
+ 9 different power-ups
+ 20 different monsters
+ a mix out of fun, action and puzzle elements
Battle Arena mode:
+ multiplayer mode full of action for up to 4 players at the same time (hotseat)
+ 9 Battle Arenas in three types: Standard, Race and Battle Arena.
+ additional power-ups and specials
+ can be customized
You could have included all your information (and the info on your other thread) in one post :S
I had tried v2 of your game but I have to say that the gfx need "a lot" of work and the A.I also needs a lot of work. You should add different kind of traps and bonuses. The movement system may look better if it's grid movement. Check out the engines on the download page
Billy Blaubeere 3 is a completely different game! AI? Well, guardians that walk along a path do not need AI.
Download the game and play some levels. Everything's fine except for the gfx but as I am no pixel artist I could not do it better (my graphics) and used some stuff by Reiner "Tiles" Prokein as well.
What are you talking about? I think you are referring to Billy Blaubeere V2.0 and not THIS game which is Billy Blaubeere 3.
Different traps and bonuses? There are 20 different monsters, 9 different power-ups etc.
I played this version also but the idea of the game needs to evolve a bit more. If you can't do pixel art that well I can give some links to tutorials for pixel art (like grass tiles, dirt tiles and character and animation tutorials).
About the AI, yeah there is path movement but it could also look better if AI noticed the player and reacted to it perhaps.
About the traps and power-ups I know you made lots of them but like I mentioned it doesn't have a contiunity value (might have written wrong). Because despite having different levels, etc. the game seems to stay the same :S
Don't get me wrong on the critiques cause I'm trying to help you improve your game. I think you'll understand me better when more people comment on the game
Thanks for your comment. I understand your point concerning the AI but it should be this way. The monsters should not follow the player all the time. Only Garstafang does it and Shooting Towers shoot in the direction of the player. The rest of the monsters should bounce around or follow a path.
I could have coded it differently and I know how to code this AI you are talking about but my concept of the game is a different one. I did not want to have such AI. The emphasis is different. My game is not Zelda.
The game is just the way I wanted it to be. My game, my concept. That's it.
Some argue that the game is too difficult, even the very first levels.
I have uploaded some kind of walkthrough for levels 1-6. It will show you how, when and where to use the power-ups.