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(+3)

Cowboys die twice, I died 3 times but got to the end

Positives:

+the sliding feels really good to pull off and the gunplay is snappy

+The enemy designs are fun

+the getting better stats each time you die was brilliant, I'd love more of that. Give me a double jump if I really flunk.

+I liked the ominous voice at first condescending and taunting turning into it getting flustered. I had to do all 3 loops to piss it off.

+some good ol rootin tootin megaman styled platforming

Suggestions:

>I wish the platforming was a bit less floaty and the level design was more challenging so I would die faster and get better equipped at a quicker rate or experience the loop aspect more.

>the second loop the only difference was blue lights. This didn't really impact my playing at all. I think a loop with more spikes would be cool!

>The visuals felt more NES maybe going into SNES territory on the tileset. Could use more shading and dithering to where possible

Overall:

A good time! I enjoy a good megaman and I think your loop on death mechanic was brilliant.

(+2)

Thanks for playing and for leaving a comment! And a very thorough list of positives and suggestions as well, nice!

It’s great to hear you liked the sliding and the gunplay. Sliding is also my favorite way of moving around the game. The enemies turned out good I think, we had a couple of designs that we didn’t have time to add, like a flying bird that drops bombs. I wish we would’ve had time to add those, but at least we got some variety in. My favorite is the cactus guy that pops out of the floor :D

That’s awesome that you liked the looping upgrades mechanic! We thought that would make things interesting, make playruns at least a bit different from one another, and tie in well with the theme. Same as with the enemies, I also wish we could’ve managed to add more upgrades than just “number” upgrades, such as the double jump you mention, or wall-bouncing, or stuff like that. At some point we mentioned making sliding or even shooting into some of the first upgrades (guaranteed at some point), but that might’ve slowed down the speed of the game too much, and maybe not feel too fair in the first runs.

I agree with your points about the floatiness, the challenge of the levels, and the variety of the levels in the different loops. For the first one, we could’ve done with more testing to find a better balance. For the other ones, we did have plans to have 3 unique maps, but like many other things in this list, we also didn’t have time lol. By the time we had the first map more or less done, we were close to the submission date. So the only option left was to try to re-use the same map but make them slightly different. However even with that limitation, there’s variety missing: the enemies are stronger but they’re the same, the tiles are the same, the blue lights make it look different but not too much. I’m glad we still got the 3 loops in, but I also definitely would’ve liked to have 3 totally different maps or at least more changes in between map repetitions.