Managed to top the leaderboard =)
Love the grid deformation on the shots/propulsion.
Managed to stockpile around 15 lives, then lost them all jumping out to try and get a screenshot, lol
This game is simple to pick up and get the concept of right away and failure's not punished too hard - you just go back to the place you entered the screen on with your stock of apples intact (it'll make sense when you play it).
A couple of things that might need a touch up:
I soft-locked on a level because the exit of one level lead straight to an opposite arrow on the next. The level I was exiting was a short elbow path from entrance on the side to the exit on the bottom of the screen with no junctions to turn away. So the screen didn't even load, I just kept dying and had to escape out to the main menu.
The only other thing I found was the UI to select Try Again or Level Select could be clearer. Whatever's selected is a dull yellow and what isn't selected is white. Maybe a border or a colour pulse on the selection would be better?
Otherwise, this has that quality of "OK, just one more go" that these kinds of games need. Nice once =)
An outstanding achievement! This feels much snappier and more responsive than the Mega CD version. The animation on the MCD version was always a little off. Compare just pressing jump on the MCD version and this version and you'll see what I mean. Also, I liked playing as Guy in the arcade because I enjoyed the speed of his flurry; he punched almost as fast as you could press the attack button. On the MCD version his attacks feel sluggish but again, do a back-to-back comparison with this version and you'll agree, this version just feels better.
I love the MCD version - especially the soundtrack but here are some other improvements:
- Much better use of colour in this version. Everything's much more vibrant and less washed out.
- The katana and pipe attacks are animated properly. In the MCD version the weapon sprites don't move in time with the character's hands, so each attack looks weird and as though they're not actually holding the pipe/katana.
- My compliments to the devs for the cool 'checkerboard' effect in level 1 when the door in the background opens and the characters walk out into the daylight. In the MCD version the characters just pop into existence at the doorway; this effect makes it seem like the enemies are actually walking out.
I did get an address error while fighting Sodom (I have a screenshot if the devs need it for bug squashing) but honestly, I don't even care. This game is just so much fun.
Again, well done and I can't wait to see where this goes from here =)
I wondered why I kept getting fired for false arrests when arresting people with guns, nunchucks and knives until I realised that my Dock was blocking the arrest criteria for the day. The moral of this story, don't run in wondowed mode at full resolution. Having fixed that, this was a fun little game. The music really sells the experience. Combined with the art style and the premise (arresting people with a skill tester =D ), the whole thing comes together as a lovely absurdist jaunt. Nice work. =)
Sure. I was thinking of a space sim/space combat game where the player could select the next star system to go to and that would begin the Neon Skylines area. The closer/further the player wants to travel in 'real' space, the longer they spend in hyperspace. The exit of hyperspace could be 'X' distance from where the player begins in a certain direction (so travel northwest and 20 degrees 'up' for 400 metres) and the player has a count down (or up if they start going the wrong way) until they exit where they want to be. It could simply be a randomly located marker/portal and the player follows an arrow that only shows the direction the exit is in, not the lefts and rights of how to get there. Maybe a penalty for hitting the wall or simply boot them back their starting system? Or even boot them out to some random star system, but that's a huge undertaking.
b.UG is a fast paced, UNrealistic shooter. Use your jet pack to dodge in mid-air or slam to the ground fast to get out of the way of enemy
fire.
Survival mode is an endless mode where the goal is simply to defeat as many targets as possible and survive as long as possible
Rush mode pits you against 8 progressively harder tanks. Beating them all unlocks a new challenge mode, where all the targets must be defeated without dying, using a special weapon - The Auger.
High scores are uploaded whenever you die in Survival mode or The Auger challenge and at the end of each level in Rush mode.
This was a hobby project I set myself to produce a complete game (rather than the 'proof of concept'/demos I'd been making).
All feedback is, of course, very welcome. =)
https://bitglassgames.itch.io/bug



