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(+1)

This was a pretty good time overall! I liked the character designs you came up with, and their powerups also very nice. My favourite was the magnet one, I think it was the most unique of the bunch.

I also liked the idea of having boss fights all about auto attacks and dodging, with the characters adding new abilities to be used. If you can add some depth to how and when to use those extra habilities i think it can really make those sections shine! (as it is now, it kinda feels it's all about mashing all the habilities i could)

I like the sort of NES aesthetic you went with, I think it looks good, tho the animations could use a bit of work, running looks a bit awkward, especially with the purple character(I think since she had no running frame, she was supposed to be a sort of floating when running type of character?).

Music changing according to the character you are using was also a good idea. The main critique here is maybe instead of always changing the whole track on, maybe it could just be a slight variation to the music(like always the same song but purple character as more drums on it, yellow character as an electric guitar, magnet synth etc.). Another thing you could do is like everytime you unlock a new character, make the track change to another song.

The map being a big level can work, but as it is now i think it needs a bit more visual variation to make it easier to traverse, as it is now, most of the time I was kinda lost. You could also add a map to ease this feeling.

Overall i think this was good and it has potential to be a gem, good job! :)

(+1)

First off, thanks! I’m glad you had a good time overall.

Next order of business, honestly? The bosses were made pretty last second, so it’s honestly good to see that so far that’s two for two on people liking the idea behind them, so suffice to say it’s something I’d like to give more attention if I ever get a chance to make a larger version of this.

On the lack of a map and the visual variety, that one’s kinda interesting. The map’s shape makes doing a traditional grid that lines up with it well a bit tricky, so I tried my best to have some kind of landmarking in the form of different level geometry, different rail patterns, etc. to make up for it as best as I could. Seems it perhaps wasn’t enough on its own, so it’s something I’ll try to figure out what a better solution for might look like if I ever make a larger version! Maybe I’ll just add a map screen after all if it comes down to it, I’m not exactly opposed… just not something I wanted to focus on given the time constraints.

Next off, lack of walk animation on the purple character is semi-intentional on the grounds that, while I wanted to do an actual glitch-looking animation, I didn’t have time to figure out a way to make something that looked like that without being excessive or without looking like it was just animated wrong on accident, so I opted for this as a “it gets the idea across for now” option. A pretty fair criticism overall though! Just wanted to explain the thought process behind it a bit while I’m here, since it’s something I would, as with many things, want to address were I to ever expand this more.

Also, considering the music was all stock music due to lack of time, while I actually wanted to do something a bit more like what you suggested with the music, it’s something I’d have to save for a project with more time! It’s a good thought though…

Thanks for playing! I’m glad you had fun, entertaining people is what I strive for most when I make games first and foremost so I’m glad I was able to do it pretty successfully here!