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(1 edit) (+1)

Thank you very much for your video and for reviewing the game! I already watched it and left a like right away. Compared to my other games, I actually made some changes in this one. I know it can be a bit frustrating when you have to start over completely after losing a life. I had considered adding an easy mode, where you don’t lose your level progress in Dr. Dangerous or Tiny Pixel Adventure. However, the risk is that if you don’t use your ammo wisely, you might not be able to continue. That’s why I originally decided to restart the level entirely after losing a life. To make things a bit easier, the game also gives you level codes, so you don’t have to start from the very beginning every time. This makes progress a bit more manageable, especially for players who want to take their time or come back later. The levels themselves are designed in a way that they aren’t too difficult—once you’ve had a bit of practice. 😉


About my new game:
I hope this time it will match your taste a bit more – but don’t be fooled, the levels will get more and more difficult here as well!
I’m still thinking about whether to include a way to save progress or use level codes again. I’m not completely sure yet how I’ll handle that.

Regarding your video and the highscore list:
You were playing version 1.2 – and as you probably noticed, version 1.4 has already been released.
It’s a good idea to check regularly if a new version is available and whether any known bugs have been fixed.
The bug with the highscore list should be fixed in the latest version. If not – or if you come across any other bugs – feel free to let me know!


Further games are also being planned... 😉

(5 edits)

We actually played with version 1.3. The last version was released just a few hours before our livestream, and unfortunately, we received the information via email too late. 🙂 The high score issue has definitely been fixed with the current version 1.4. I have a few more ideas that would make the game more appealing for casual players like us in the long run: A disk save option with multiple save slots, optionally with a reset function, would certainly be one of them and far more contemporary than the long-outdated "level code system." Furthermore, a selectable difficulty level would be a good compromise between beginners, casual players, and pros. The number of head jumps for enemies should be reduced to 1-2 jumps (instead of 5) – as is the case with most platformers, or it could be made dependent on the selected difficulty level. Otherwise, the game design is particularly appealing simply because you don't need all the coins to complete the level, especially when some of them are placed in such a way that they're not that easy to reach. Incidentally, many current console games also use this method, such as "Astro BOT".  This concept should definitely be pursued further, especially since it provides a special incentive to keep playing. The most optimal solution would be to integrate the number of collected coins and the position of the remaining coins into the save option, which promises a very special replay value and long-lasting motivation. For example, coins already collected could be displayed in a slightly lighter or transparent color, so that even players who don't want to use the feature have the opportunity to play through the level completely again. 👍

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Many thanks for the constructive criticism of the game. It has given me an idea.  Let's see how I will implement this. :)