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Writeup on Jaded Slasher & Explanations

Posted by applessmillion - February 28th, 2021

I’ve decided to make a writeup on this game and offer some insight on a few things. I’ve thought what I wanted to address in something like this for a few days now, and feel it is a good time to publish this now.

Jaded Slasher is what I would consider a first step in a larger idea. The game was made in a month and I feel that it shows off a lot of what I would want in a game of this type. I have had a few comparisons to this being a clicking game based on RNG, and to be fair it is a click-heavy game. Compared to my previous click/rubbing games I would say this is a much more involved and fleshed out game. I have no issue with this being considered a clicking game (I even have the “clicker” tag on the game). I want the game to be fun, no matter what genre it is. If the game isn’t your cup of tea, please let me know what I’m missing (unless it’s a complete change of game, of course). Below I have outlined a few things about the game, and why things are the way they are.

Making the Game

I started creating the game in AS3 on January 23. I’ve only ever made games in AS3 and figured starting here would work best. After about a week I started converting everything down to AS2, and wow, AS2 is quite different. For the first two weeks of building the game I focused on building the logic and code. By the third week most of the core gameplay was fleshed out and I had about 12 rooms and 2 tilesets. Much of the development starting with week 3 was creating quests, creating/adding enemies, creating/adding quest collectables (questables as I like to call them), building and designing rooms, etc.

Now that I have some familiarity with AS2 I would be a lot more comfortable building up on the core gameplay and adding more features.

Why the Game Ends in Town

To be completely honest, the game ends where it does because I do not make good looking buildings. Having a outer-town area saves me from having to create a bunch of new assets while allowing me to deliver on the end-game area. Making 5 different tilesets (even the slightly recolored ones) took quite a bit of time and I wanted to focus on the discoverable rooms more than the final finishing point. The goal of the game is to find the witch and after that you’ve pretty much completed the basic story the game has to it.


The available stats in Jaded Slasher offer are very basic, and don’t give much of a strategy looking at how other people play the game. For example, if you invest in defense and attack, you’ll beat the game. Health, luck, and key chance are all secondary stats that don’t really need to be invested in. I would change this strategy with the following stats:

· Piercing – Damage that can go through any amount of defense.

· Speed – Chance to dodge incoming attack.

· Enemy crit chance – chance for enemies to crit you (probably reserved for bosses).

I feel that a combination of piercing and enemy crits can change the strategy of the game and make it much more difficult. If piercing exists, health and potions are needed. If enemy crit chance exists, you probably want to have some health so you don’t get KO’d if your defense isn’t high enough.

Animations & A Living World

Jaded Slasher allowed me to really try and make a world that seems alive and active. All enemies have 4 sets of animations (idle, attack, hit, death). NPCs at campsites all move around and say different things. I’ve tried to distribute NPCs and signs around to offer the idea that this world is alive and you’re not alone.

This game has the most animations I’ve ever included in a game, and well, it seemed to work out well. The main issue is the popping in and out of enemies as they are defeated/respawn. This could be fixed with some new sets of animations.

The Bosses

There are three bosses in the game. You have the necromancer, cyclops, and witch. The Necromancer and Cyclops are both optional bosses, while the witch is the only required boss to defeat the game. The idea with these bosses is they are more difficult than your current area, and you need to return after getting stronger to beat them. This method makes the Cyclops the most difficult boss in the game.

The Witch is intentionally non-difficult as required bosses should be only slightly stronger than the area around them. Requiring the player to grind for the sake of defeating a required overpowered boss is not something I believe in. Now, offering overpowered optional bosses is fair game and gives the players who like grinding/a challenge something to go back for.

Conclusion & Future

For a game in development for a month I feel the game is everything I was intending it to be. While the game has it’s rough spots it is certainly one of the more polished ideas and games I have published to date. As this game was submitted for the Flash Jam I do not want to keep submitting updates/edits to it until after the judging as I feel it would be a little unfair.

I do not intend on updating the game continuously in the future as a new game with new ideas would be more beneficial. There is one fairly large post-game update I am wanting to create and publish near the end of March or early April. This post-game update will be the last update for the game.

I am open to the idea of creating a new entry focused on more strategy and expanding on other ideas in the future. I would prefer to release it for another flash jam as I feel Ruffle is great, but not yet there in terms of compatibility and performance. My other main gripe is not being able to publish this onto other platforms (Ruffle has a desktop app, but not too sure how great that is). AS2 and Flash are great and I do enjoy creating content for it, but support is definitely still in it’s early stages.

If anyone has questions, comments, concerns, ideas, etc. please post below! I’ll try to get back to you as quick as possible.