itch.iohttp://itch.iohttps://itch.io/t/2495079/feedback-and-video-Feedback and video :)https://itch.io/t/2495079/feedback-and-video-Tue, 22 Nov 2022 20:50:48 GMTTue, 22 Nov 2022 20:50:48 GMTTue, 22 Nov 2022 20:50:48 GMTHi, I hope the dev reads this post ^^. I've played the game and wanted to share some feedback, hopefully it helps :D

-I really like the concept of the game and I can totally feel the spyro roots on it ^^

-The gameplay mechanics are quite good and well implemented with the world promoting the exploration. I think that controls underwater could be a little bit more polished, but overall the movement felt quite responsive.

-The visual style of the game is quite good and makes the game feel cohesive with its roots and gameplay design.

-The game has a lot of potential, I can see how a small story to carry the player through the levels with some cinematics in between could work really nicely. ^^

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https://itch.io/t/1905803/demos-adorably-sweetDemo's adorably sweet.https://itch.io/t/1905803/demos-adorably-sweetTue, 01 Feb 2022 21:11:35 GMTTue, 01 Feb 2022 21:11:35 GMTTue, 01 Feb 2022 21:11:35 GMTHello.  I just tried the demo and I must say this is an incredible little game.  Its practically a love letter to oldschool N64/PS1 3D Platformers and most blatantly Spyro the Dragon.  However as things stand while the design and layout for everything is great and the controls are very intuitive and easy to follow, there's no real challenge beyond finding everything and trying to get that one snail. As others said the underwater controls are a bit clunky.  Part of that is because I'm used to propelling by tapping or holding specific button while using the arrow/joystick for aiming, but its not that bad once you adjust to it outside of how slick it feels.  I do hope that there will be a way (likely unlockable) to shoot underwater but it isn't necessary if you won't be fighting underwater mobs.

I'm very much looking forward to future updates and the final project.  I wish you the best in development on what is clearly a passion project.

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https://itch.io/t/1379367/scratching-the-itch-podcastScratching the Itch Podcasthttps://itch.io/t/1379367/scratching-the-itch-podcastMon, 10 May 2021 11:40:11 GMTMon, 10 May 2021 11:40:11 GMTMon, 10 May 2021 11:40:11 GMTWe just discussed your game on our podcast! Come check us out!

Episode 40: 3D Exploration Games - with a Guest!

http://scrachingtheitch.libsyn.com/

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https://itch.io/t/557593/nytro-playthroughNytro Playthroughhttps://itch.io/t/557593/nytro-playthroughSat, 14 Sep 2019 20:20:17 GMTSat, 14 Sep 2019 20:20:17 GMTSat, 14 Sep 2019 20:20:17 GMTHello there, everyone! I recently did a video housing 3 "Spyro-Inspired" games and Nytro is one of the three in the video! It's a fantastic little project that I'd love to see come to life fully (though I'd be wishing for a Steam release if that ever happens!). I had tons of fun just exploring the overworld, and a bit of The Scrapyard.

I did enjoy the customization of Nytro's face. My Nytro is perpetually surprised. At least when I picked that face, heh. If you wanna check out the video, then check it out below! Nytro's inclusion starts at 21:45!


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https://itch.io/t/209965/my-review-on-the-nytro-demoMy review on the Nytro demohttps://itch.io/t/209965/my-review-on-the-nytro-demoMon, 26 Mar 2018 22:26:46 GMTMon, 26 Mar 2018 22:26:46 GMTMon, 26 Mar 2018 22:26:46 GMTCheck out my blog review on the Nytro demo!

http://gameovergamer.siterubix.com/nytro-demo

Also feel free to check out my video showing Nytro gameplay.

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https://itch.io/t/154901/questions-regarding-design-of-nytroQuestions Regarding Design of Nytrohttps://itch.io/t/154901/questions-regarding-design-of-nytroWed, 25 Oct 2017 08:30:54 GMTWed, 25 Oct 2017 08:30:54 GMTWed, 25 Oct 2017 08:30:54 GMThello!! I absolutely love what you're doing.

Now, it's clear that there's an inspiration coming from Spyro, but I do also want to acknowledge that it's super cool that you're creating something entirely new and unique. So, when I do draw comparisons in my questions I'm about to ask, I'm hoping you don't take it that I think this is just a Spyro clone, as it's clear that you are also bringing in a unique vision.

Anyways! Here's a few questions:

From a design standpoint, which Spyro game will you be taking the most inspiration from?

Will your game feature a very open feel, where players can battle bosses (if there will be any) before finishing any other levels and each world having different means of getting to the next world? Similar to Spyro 1? Or perhaps closer to Spyro 2, where you collect items from each level that are needed to reach the boss/next world? Or are you thinking of having each level unlock as you gather more gears/other collectibles?

Will the game be segmented by worlds, each world containing levels, like the early Spyro games, or would it be more akin to a game where parts of the world are unlocked as you collect, and each part contains some levels?

If there are bosses, how major will they be? Will they be just difficult enemies with a level devoted to them like in Spyro 1? Or would they have a greater presence like Spyro 2 and 3, with a health bar and arena etc.?

Lastly, are those freeze frames I'm seeing when you charge into barrels/other containers? I like the idea but I could see it seeming a bit jarring. Just wondering if you plan on keeping in that pausing effect in the full game or if you're entertaining the thought of removing it?

Those are all the questions I can think of right now. Hope you can find time to reply to this :) and I hope you put out another demo soon! I'm beyond stoked for your game! Again, thanks for coming up with something new and exciting while so far staying true to what made classic collectathons great

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https://itch.io/t/138915/first-thoughts-and-suggestionsFirst Thoughts and Suggestionshttps://itch.io/t/138915/first-thoughts-and-suggestionsFri, 01 Sep 2017 01:03:30 GMTFri, 01 Sep 2017 01:03:30 GMTFri, 01 Sep 2017 01:03:30 GMTAs an early demo, the game is already doing a great job at giving that Spyro the Dragon feel, which feels great. The graphics are simple and cute, but maybe needs just a small bit of texturing, to really make it pop. 

When it comes to camera movement, there are just 2 things I'd like to be worked on. 1. When charging, allow the player to steer by moving the camera. 2. Maybe have the character snap forwards a bit more when pressing forward and moving the camera. Neither of these are big gripes by any means, I think playing a lot of shooters may have just gotten to me a bit. I think it would also help while underwater, as the underwater controls feel clunky right now.

And finally, adding a bit of animation to the character would really bring them to life. I'm sure it'll be worked on in the future, but personality in a character's movement can really make their movements feel different.


Will definitely be keeping an eye on this project!

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