Some how I missed this one. Great job on everything. I was actually planning a ship controlled area but didnt have enough time to do it. Hopefully we get to see this project being completed.
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Rick Starfield: Hero of Space and Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How would you rate this entry? | #1 | 4.750 | 4.750 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The level of polish on your game is unreal!! Great gameplay, cutscenes, music, and art!
Love the variety in game play mechanics and story. I'd love to see more. I like that you start in the battle in the garbage chute with intelligent enemy AI and transition to flying in your space ship when you pass the level.
You start the demo with an impressive Epic Boss Battle, are you kidding me?! Just that screen with the great character designs, abilities, and boss AI is amazing. Then you follow it up with a fully animated scripted cut scene, and then a star-field flight sequence. Way to raise the bar.
How even?! I was awestruck when I saw the horizontally scrolling stars seamlessly transition, moving toward the camera as the ship undocked and flew away. That was so immersive and mind-melting that I could watch it all day. Also, the ship's many animations during flight look fantastic. It was a joy just to move around the screen and watch it happen. I really appreciated the variations in game play, too. I feel like you must be a writer of some sort because the story here is so intriguing and we only have a taste of what's in store. Not only that, it works into the gameplay with the temporal portal stuff. Also, that setup in the cramped garbage pit was top notch; both from a gameplay aspect and storytelling. Gets us right into the game itself before swiftly moving along and opening up to something much bigger. In a word: Stellar
Thanks, I spent a lot of time refining the physics so flying would feel smooth.
Rick is a hero in the vein of Indiana Jones or James Kirk so I wanted the story to reflect that. You've got the hook that grabs hold of you with lots of action. Then the title. Then the adventure really starts.
I made that whole intro fight to show the mechanic of picking up objects and hurting guys with them... then I got carried away. I wish I could've gotten you guys to the station where the game mechanics would've dealt with the frozen time more. It would've been puzzles finding your way through frozen enemies until you shut off the temporal limiter then when time is unfrozen you have to fight your way out through all the rooms you just came through.
Anyway, I'm glad you liked it! Thanks for the kind words!
The macro "DrawSprite" is a great jumping off point. Just tell it where you want the sprite and what it looks like, and you've got the start of it. In my doSpritePostDraw script I wrote a ton of code that figures where the sprites should be and which tile from my object tiles to draw and then just, drawsprite. Adding one to all the star_x_hi to make the stars move to the right is easy for the cutscenes, but getting the effect of flying through space was a lot more complicated. It takes lots of variables and quite a bit of code and processing time to get it all done.
This game is definitely in my top 3 man. Between the ability to pickup objects and throw them and those third person shooting sections, I am just amazed. Great job!
Holy crap! This game deserves a lot more hype. This does not feel like any of the "default" NESmaker modules. The fight in the beginning made me think this might be a pit fighter / brawler. It became so much more. The behind-the-player space battle perspective was great and I liked the rings. You're so good at telling stories through cutscenes. Some of the cutscene animations I can't imagine how you did, it seemed like there was too much going on for it to be sprites alone. This is an incredible game demo and you should be very, very, very proud. I felt like I was really immersed in the story and it sort of had the style of a modern storytelling action-adventure game (I don't know examples, King Kong? modern Tomb Raider?) and aspects of oldschool Sierra adventures like the Space Quest games.
This is some impressive work. There are some things in here I have no idea how you pulled off.
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