Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

There's a lot to like, and a lot that feels off. I very much like the graphics of the tiles in the sidescrolling section, very pretty, and very different compared to the top-down. Up being jump is very awkward, A/B only seem to be doing stuff in the top-down.

I can appreciate the text appearing the way it does, but it jumps as it goes, which is unnecessary. The default font with AA feels rough. The VO and music is great, but definitely not what the NES can do. It's hard to hear what the big guys in the maze say, or why they're here, or why anyone's here, or who anyone is. A lot of tiny things that feel off, but still a lot to like.

(+1)

I'll at least defend my side of the work on this. Yeah.... I kinda layered too many voice effects for the guys in the maze, it was supposed to mimic kinda how Mando's sound with their helmet on, and I missed the mark. In terms of music, aside from the boss. It was NES-compliant. For the music, we/I decided to go with a Konami-style cartridge with the VRC6 chip in it, which expands the palette of available music options. (It gives me another pulse wave, and a saw wave if I'm not mistaken). But otherwise, yeah... we know some things are off, and we're hoping to make an actual polished product.

(+1)

Does the VRC6 chip do voice synthesis as well?

(+1)

Nope. I techincally didn't want voice lines. but I was gonna trying and dot as a pcm, or dpm sample, whatever the name is.

(+1)

I agree that the story telling could be done way better and there was plans to actually do that but time constraints kinda killed that plan. We had to kinda rush the idea for the story because we wanted to have voice acting in it but the main VA that we wanted had something that would make them way too busy 3 days into the jam so we had to kinda just write all of the dialog out all at once and hope we can find a way to use it. We wanted to have some terminals that would help split all of that big text that popped up in the topdown section but sadly again due to time constraints and well the fact that the story was kinda the last on of our priorities we couldn't get to that part. We threw those "story bits" in there just so that the VA's efforts and well the writers didn't go in vain ya know. We plan on polishing the game after the Jam and hopefully we can actually flesh out the story more for you to see.

(+1)

I'll look forward to that.