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BabyExDannyBoi

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A member registered Mar 08, 2016 · View creator page →

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You should make something to make the difficulty escalate, because once you kinda memorize how the level loops, it gets really easy. I had 3843 points and a 165x combo and I had to give up because nothing seemed to change since I've started 10 minutes ago.

One thing I'd suggest to make the game harder as you progress would be the buster cauge decrease at a certain rate, with the rate getting bigger as time goes on.

You should make something to make the difficulty escalate, because once you kinda memorize how the level loops, it gets really easy. I had 3843 points and a 165x combo and I had to give up because nothing seemed to change since I've started 10 minutes ago.

One thing I'd suggest to make the game harder as you progress would be the buster cauge decrease at a certain rate, with the rate getting bigger as time goes on.

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1_ Change the controls from left and right arrows to up and down. The players doesn't see the zombies going right and left right away, they see if they are up or down and then think which is the equivalent: this is a very fast rhythm game, the player doesn't have the time to figure out which button should be pressed. Also on that note, add control configuration in the menu if possible. Yes, it is extra work, but it's better then get negative reviews because some people found the original controls akward (I know that's my only gripe with Super Meat Boy).

2_ The input of the player actually disrupts the music instead of building it, like most rhythm games: the actual input of the player is a gun blast that doesn't fit the music and the actual drum is already in the song playing. The coolest part about this kinda of game is that when you do it perfectly, you get to hear the music as it was intended. I'd suggest a change of music style to either punk rock or heavy metal, and instead of a drum, the player instrument would be a gun(here's an example).


3_ The indication of when you should press buttons should be where the player is watching the game, instead of a separated hud. In Guitar Hero they had the luxury to do that because the information on the other part of the screen is negligible. If you'll follow the rock-with-guns suggestion of the second item, bullets being grabbed on the road could be cool; or, if you want something simpler, yellow lines in the road, with the markers on the car.


4-I feel like something more interesting could happen in the end of the level. What about this: if there's no zombies, the group gets to a crowd that hails them as gods, groupies get in their car with booze and they peace out to the next level. If there's still zombies, they attack the crowd and the band shrugs and leaves as everybody is running for their lives.

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Glad to see at least someone else in the world likes to use the yellow on black contrast in this aesthetic.

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Are you accepting voluteers to work in the project? I was thinking of modding SuperHotline Miami, but since you are making this game I think my effort would be better used there.

Thanks.

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The windows downloaded version also lags. I think it's just because of how many enemies there is, there's not a lot you can do.

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If anyone knows a way for the level to zoom in where the action is actually happening let me know, this is not good looking as it is.

Download page: https://babyexdannyboi.itch.io/foursome-super

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The wall in the upper part of HS1 is not solid ( imgur link ). Chances are you selected "floor" and put the wall-type tyles, thinking you had "walls selected". I'd fix it myself, but there's something weird that makes everything invisible in Tiled.


In another note, HS1 is pretty good, HS2 kinda easy.

I've basically stumbled upon this design when trying to find a workaround for my last project. While I didn't find to be a good workaround, after some adaptations it stood up pretty well on it self, I find.

Download page: https://babyexdannyboi.itch.io/custom-map-for-super-hotline-miami

Thanks for the reply. But yeah, it's true, I can see how the player can be cornered without being able to pick a gun in melee. I'm thinking of a workaround, I'll update you as soon as I can.

Any chance of either online play or a bot in the future?

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My custom level is done, the whole deal with this level is that you'd kill one guy, use his gun to kill everyone else but the last guy, which you'd have to use your fists once more.


But: even after editing the property "DropWeapon" on NetBeans, with only the right upper corner having the value set to 1, the player still can get weapons by killing any other enemy with bare hands. Anything I can do besides modding the game?


Here's the map: https://babyexdannyboi.itch.io/my-first-super-hotl...


Thanks in advance,

Daniel.