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A jam submission

Masquerader ZView game page

Transforming Hero Action
Submitted by Fxy (@fxydev) — 27 seconds before the deadline
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Masquerader Z's itch.io page

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Comments

Submitted(+1)

Feels great! I know you can remap, but I would add d-pad to the default map along with analog. The game seems to read the movement input as digital anyway, and dpad always feels faster to me in these games. Also add more contrast between foreground and background, for gameplay reasons.

The platforming and combat feel pretty cool, and I like how you can slash the bullets to break them. Heads up, I got stuck in a pit after falling in the area where bullets are shooting upward from below the screen. No game over or anything so I'm guessing it was a glitch.

Looks good so far!

Developer

Thank you for pointing these things out, that bottomless pit was reported by a number of players and I've taken steps to rewrite how pits kill the player. Hopefully this prevents any more endless death pits. I've also taken your critique of the color contrast and completely changed the palette of the background. Hopefully it looks even better once I add scrolling and parallax.

I've also added d-pad functionality and I agree it definitely feels right for a precision platformer. Thank you for taking the time to help me.

(+1)

Controls are pretty floaty seems to being perfect for having more moves while in the air, the only one seems to be the strong attack, it could be cool if you are able to implement weight mechanics for jumps like having more high jump when you are in normal and being more floaty when you shrink. Pixel art looks cool but you should add more colors.

Developer

I've taken the weight mechanics suggestions into consideration and hopefully with some playtesting I can see how they would affect the game. I definitely want to tune the large character's jump as the end of it definitely feels too floaty.

I've also added a new palette to the background to add contrast, I hope that's along the lines of what you meant by adding more colors. Thank you for feedback.

Submitted(+1)

i did not have a controller available and it looks like there was no way of remapping movement to keyboard, so i was fucked.

But it looks cool (gives me MegaMan X feels) and the music is also pretty cool.

Developer

Ah sorry for not considering Keyboard players, I've added a lot of multi input functionality to the game now so I hope you can give it a try. Thank you for bringing this to my attention.

Submitted

yes works great now

3 points i noticed:

- the controles feel a little spongy (not sure what the right word is here) like it's all dragging behind a little bit (felt a little better when shrunk)

- some of the tiles at the lower parts of the starting region look like they are walkable even though they are not

- i was a little confused what ui element was showing what, for example when i could do the special or not or if my life was full or empty or if it hp at all, if i would actually pay close attention to it i am sure i would see it, but it would be nice if it would be more obvious somehow without paying attention :)

still love the music and sprite animations

i think i got to the end (the last save point that did not activate) and there was only one platform i could not reach, because after everything was dead and i goofed around i could not do the special move anymore to get there.

keep at it!