this is absolutely WILD to hear lmao. Kinda taken aback by the fact someone likes my work enough to be inspired by it.
BigBeanDotGov
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yeah not sure how to really correct that with the way game maker seems to handle fullscreen with HTML builds. Downloadable builds seem to be able to correctly upscale it, but web builds seem to just plunk whatever it has into the corner.
Also my goal is to make people quit the game so im making the deaths longer next update
Really neat take on the boomshoot genre! Even this version made in two weeks for a game jam kinda rules. I particularly really like how the regenerating ammo is tied to your pistol weapon as a way to keep it relevant beyond the first five minutes. Really adds a lot to the whole resource management aspect of the genre.
Super excited to see where this gets taken!
For something made in five days this is WILD. Really captures the authentic crusty vibes of a mid 90s "doom clone" that ended up tech wise somewhere between doom and quake
If i could offer a couple of suggestions? These are absolutely understandable issues given the short time frame the game was created in, but:
Some sort of run to allow the player to move at usual boom shoot pace might help. Moving around does feel kinda lethargic to me as is.
Ammo situation feels SO CLOSE to being perfect and feeling like you have to scramble for it... but I do think it feels a little scarce at points.
Outside of this? Pitch perfect. I think what really sells it for me is the buttrock ass midi picks.
For your first project, this is PRETTY impressive. Nothing I made was nearly this functional or complete back when I set about making games for the first time.
If I could offer a couple of pointers with the caveat that you're free to ignore them since they may go against some of the intent with this project:
Making the players hitbox a bit smaller so they can get a little closer to enemies before dying might be nice.
SOME sort of checkpoint at the stages mid point might be nice. This is one I feel particularly unsure of because of the games obvious thing of being a 1-2 minute thing where you mostly die and get sent to the start a lot.
When the player jumps below a wall, they constantly jump and make the jumping noise. This one is funny so I think you should keep it if you like.
Some indication that the eye enemies are about to fire feels like it might help you prepare to move out of the way
Allowing the player to also use the arrow keys to move since some peoples hands can find using A and D in a platformer kinda weird
Anyway: super excited to see what you do from this point! this is a super strong start!
The dedication this game has to making you DWELL on the fact you're even playing it is so fucking good. Just the fact the music doesn't loop and there's just miles and miles of nothing followed by the BIG SURPRISE at the end make this an extremely good submission.
Excited for the further adventures of super jump a
This reminds me of 2000s era fangames. I mean that in the most positive way possible.
There is an understandable roughness to the whole thing because, as you said, its your first project like this and its a platformer made in rpg maker. But I think despite that it shows an ingenuity and passion throughout.
The fact there is an earnest foodfight fangame that body slams you back to the title and has bump combat is exactly the sort of stuff I love fangames for. Very excited to see what you do next.