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(+1)

Cool game! 

The graphics are good, specially the backgrounds, they remind me of megaman x games on the ps1. The music is also great (is it original?), although it did get a really repetitive after I got lost exploring, so more tracks would be a nice addition. I really liked the variety in weapons and enemies. 

The only thing I felt lacking were the controls. I mean, even without the weird control scheme, they don't feel very responsive. It feels like there is a small delay before pressing a button and the corresponding action actually happening.

(+1)

Thanks dude, cool to see you liked it, well i wouldn't say i'm on the level of the Ps1 Megaman X's backgrounds, but the comparaison is flattering XD thank you, that sait i did a similar technique to render some of my assets, and i do like the x and zero series so kinda makes sense in a way :p

The music is indeed original, however i used LMMS which i'm less familiar with than what i previously used to compose music, so it's a quick little tune i put together with mostly default preset instruments, and i didn't have time to make more tracks so sorry about the repetition :( but i wanted to have at least one instead of just sound effects.

The enemies and weapons i wanted to add as much as i can, also as a way to experiment how i could do different shot patterns, i tried to have a quirk for each weapon so it's not just a linear weapon damage increase.

About the controls, it could be a few things :

- Either it's the whole character's movement that you feel wasn't right, that could be because i didn't properly balance the movement smoothing ?

- Or it's the shot timing that felt off on certain weapons, if it's that there's a simple reason, the way i balanced this is that some weapons have a capped firerate, some don't, some can have a button hold, and some are tap fire only, for exemple the Pocket Blaster, is tap fire only, but capped, so there is a rhytm to it but a slow one on purpose, to encourage the player to seek a weapon instead of going through the whole level with the base shot.

Sorry for the loong reply, please feel free to tell me which case you encounter with the control issue so that i can improve things.

Thanks for taking the time to play my game and share your thoughts dude, cheers :)

(+1)

LMMS is awesome, I make all my music on it.  I do understand not having time to do more music, and it's impressive that you managed to make quality assets for all aspects of the game on the short time frame.

About the controls, I find it challenging to point specifically what exactly makes a platformer feel good or bad. At my first comment I had the impression that there was a input delay for the jumping, but after playing it again, I'm not sure anymore.  Maybe it's just the lack of classic platformer responsiveness features, like coyote time and jump buffering.

Yeah LMMS is super awesome, i even did the game's SE with the included sfxr vst.

Could be it, cause i don't really know how to make jump buffering yet, so its always a max height jump no matter how long you press the button, and coyote jump i had some tries from pre jam experiments but i didn't manage to make it right so i went simple jump instead.

But hey now i know what i should work on to improve game feel for future stuff XD