Ok thanks, I'll try and find some time to look into it.
BitGlint Games
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Feel free to contact me via any of the methods at www.bitglint.co.uk but I'm not sure what I'll be able to do. Gamepad detection is built into the Monogame framework, and I'm not a Mac person, so the odds are already stacked against us! :o)
Thanks for the feedback. Sounds like you've really tapped into my wavelength with what I was trying to create here. A cosy little world, full of stuff to interact with, gentle puzzles, nothing too obscure, and all achieved via a retro style popup menu system.
The two issues that you mention would both be resolved in a finished version of the game. Function keys wouldn't be used to control options, and the control input would be redefinable.
Maybe one day I'll return to it. I put the demo out to gauge interest. It hasn't had much, but meh, I might just carry on with it anyway. I enjoy the creative process.
Just checked out your project screenshots on Twitter, that looks ace. It's got a very unique style. Good luck with it.
Oh that's brilliant, I've been having trouble tracking it down, even the guy who wrote it doesn't have a copy. Would you mind going to www.bitglint.co.uk and using the email link from there? I don't want to paste my email address in here.
Hi,
I've just finished a Space Invaders clone for the Playdate called Retro Invaders. It's nothing spectacular, just a simple little project I used to learn the Playdate C SDK. Developing for the Playdate is really good fun. The game is free to download from https://bitglint.itch.io/retro-invaders-playdate
Thanks the feedback, glad you enjoyed the demo. A lot of your points are simply because it's only a demo, very unfinished in places. The "blocked" bug is a known problem, I had the same thing with Melkhior's Mansion, so I have a solution for it. Interesting about the menus, I really love them, but there's clearly some frustration to be had there. Certainly one to mull over. Oh and Richard Ayoade, LOL. :o)
That's great feedback, thanks. The game started out life as a traditional exploratory retro style isometric game, so mouse control was never even considered. The menus evolved over time, but I always had the menu system from the old 8-bit Magic Knight games in mind, I just loved how they worked. They were cumbersome at first, but over time they became intuitive. As I've developed the menus, they've become intuitive for me straight away, but as with many aspects of a game, that leaves me unable to judge how it will feel to a new player. Your feedback has planted a seed.
That said, I'm not sure where I'm taking the project yet, or even if it will turn into a full game. This short demo has taken a lot of time, and as I'm just a hobby game dev, that time is limited so it comes down to whether or not I want to spend the next few years working on it.
Anyway, thanks again, appreciate it. ;o)