I think my Unreal Engine is broken, I can't find the "Export to Dreamcast" button anywhere.
DreamVR version when
The absolute state of my controller input code.
Anyway, I also have a PS3 controller lying around, so I should be able to fix it somewhat reliably. Thank you very much for trying it with a controller and finding the bug!
Also, I'm really sorry it crashed for you. I never got any random crashes, but I wouldn't be surprised, since everything is barely held together by chewing gum and dreams.
Awww yeah, I love RPGs like this and you captured the feel perfectly. A love letter indeed. The writing's really good as well, I enjoyed talking to all the characters. I also appreciate the prompts, though I really wanted to take the little boy with me into battle.
I wouldn't say it's too difficult. Obviously, I haven't gotten that far yet, but I feel if it's a love letter to classic RPGs it has to pack a certain punch. Maybe not quite Phantasy Star 2 level punches where you spend years level grinding for dungeons, but you know what I mean.
Didn't notice what the camera sway was about, but maybe I already played an updated build.
It's already been said that the music is super good, but I have to say it again. The battle theme was nailed in particular. I hope once you insert non-placeholder music it will still be that great.
All in all, pretty amazing dude.
>me in charge of implementing anything
Thankfully I have a 360 controller as well, so I should be able to reproduce the issue. Thank you very much for the feedback! It would have been quite a while until I had noticed something like that.
I think the navigation is great the way it is, other than not being able to spin around the cube like crazy. I'll admit I was never good at Sudoku, so I appreciate the Beginner mode to ease players in. Nonetheless, I found it a little weird that Normal mode was locked from the start since you'd expect that to be the "normal playing experience".
Couldn't find any bugs and it was running really smooth. Hope your release goes well, it seems like a game that could get popular. Are you only releasing for Steam or also mobile later on? The GUI controls seem like they would transfer well.
C R I S P aesthetics, I like those.
I tried the Windows version, because I don't have an Android, though I'd agree that it looks like it would be a really nice mobile game. Though you'd need to find a way to overcome the strength of the shot in the corner being limited by how far you can swish and/or move the mouse. And though I saw the option that adjusts the base speed and that you've already adjusted the speed from the last feedback, I feel like the default shot should still be a tad faster, because right now it feels like it lacks a little oomph.
The level editor was my favorite feature, I thought that was really cool.
The easiest way to start Dreamcast development is probably still KallistiOS (https://github.com/ljsebald/KallistiOS). There's also the Titan IDE coming out in December which tries to be something like Game Maker, though I don't know how that's gonna turn out.
You'd still need either a Coder's cable, a BBA or a LAN adapter to connect your DC to the PC. I would personally recommend the LAN adapter since it's not slow like the Coder's cable and doesn't cost an arm and a leg like the BBA. Alternatively, you could dev with an emulator like NullDC, though from my experience it tends to struggle with homebrew. Some Dreamcast devs actually use CD-Rs and always burn a new session for testing, but that's pretty much like having a compile time of 5 minutes. Maybe it's possible to dev with an SD card adapter too, but I don't have one so I can't say.
Anyway, thanks for playing and the feedback! I'll have to look into the web version again.
No, I liked the story and I felt the tidbits were a good "reward" after each level. It was only during my later playthroughs that I wanted to skip them to get back to the point where it froze for me.
My windows version of the game froze after winning the level at 4:31 in AWK's video. I could no longer move or do anything. On my next playthrough, it froze after I died during the level at 12:02 because I didn't respawn.
I like the aesthetic, but I feel like the text should be skippable somehow. Especially since the gameplay sections are so well-paced.
First off, kudos for having an executable-only version, that's comfy.
I also couldn't defeat the three-orb space magician, though I feel that's probably a good thing because it means the game isn't too easy. The first boss felt really well-balanced and is especially suitable as a first boss to learn the dodge mechanics. You might need to make the special attack gauge fill slower during boss fights, that seemed to nerf the boss a bit.
All in all, I liked it, great visuals and presentation.
I got the web version black screen under Firefox, so I had to use the windows version.
It's very polished, the only thing that felt a little off was the long hit stun. I think the 2D sprite + special shader style is perfect the way it is, though I sometimes feel it makes it a little hard to judge distances.
Also, I broke the lock with no survivors before seeing the text, though this may not be critical in this demo, it may be something to keep an eye out for in a full game, in case hotheads play your game.
It slides around a little too much for my taste, that makes it feel like I'm battling the controls rather than the emojis.
Other than that, it does what it's set out to do. Good luck with your LG endeavours.
I agree on the wall run speed being too slow. You still cannot run up walls infinitely, but like in the previous version, this is easily circumvented by mashing shift all the time, so right now the limit is kinda pointless. Another thing I noticed is that grappling from a standing position doesn't seem to work that well.
Movement feels a lot less loose than the previous version, I like that. I also like the new level design, even though I'd have hoped for another tutorial.
It's a pretty good improvement overall.
Whoa, thanks for the video, it's really cool! Especially with that keyboard layout, I think that's a nice touch. You must be the first person this demo day to have made it to the final boss! I'm incredibly sorry the design of the final boss pattern was so poorly done. I just couldn't figure out a way to properly communicate what the player was supposed to do. Seeing this made me realize the whole plug-your-controller-in-port-2-to-win thing was a bad idea to begin with, because it doesn't really fit thematically. I'll remove it in a future version and just make the final boss tire out after dodging a thousand bullets or so. Once again, I'm sorry you had to go through that frustration, I'll try and learn from that video, I promise ;_;
There seem to be some V-Sync issues going around with this game. I tried testing a little harder with VMs for this demo day, but it still wasn't enough. Anyway, thanks for playing and especially the large amount of feedback!
Ahh, I get it, that's the mecha jam date, I'm dumb.
Nah, I'm not making proper gameplay videos this time, I'm sick and my voice is dead. We can only pray PHI's PC came back to life, though if I remember correctly it literally went up in flames last Demo Day
Wew, that was my final try, glad something happened. It wasn't the exact same as before though. Before, he fell through the floor, but as you can see, I couldn't reproduce that no matter what I did. But hey, maybe it's still the same bug.
If you get hit while having your jump charged, the being charged sound effect stays active even as Chip. Other than that, I had the teleport-one-room-below bug, when I was two rooms above the starting room.
I like the bomber, although I feel like it was probably a recent addition because it was only used in one, possibly two instances and didn't really feel fleshed out yet. Glad you managed to come up with a good way to encourage switching between Cannister und Chip though. Pretty good additions, looking forward to the date.
Joke's on you, you expected me, the player to fall through the floor, but it was actually the first boss! Didn't record it, but it was after a rather lengthy air juggle using strategical C presses.
It's obviously still in kind of an early stage, as the floating rectangle guns of doom make me believe, but I think the game feel is already pretty spot on. I'd maybe wish for some more air variety, since that seems to be where most of the enemies come from. All in all, I'm looking forward to the next version, it's pretty R A D I C A L.
Y- yay, got to the final boss this time.
I think it's really better than the last demo. I like the checkpoint placement, which makes the game possible even for casual scum like me. It's a bit of an outlandish request, but do you think it's possible to add switching to gamepad controls during gameplay?
It's CAVE inspired, the framerate has to be this low!
It's Danmakufu-on-Windows-10 inspired, the framerate has to be unlimited!
Glad you picked up on the intricate design choices. I wasn't sure the subtlety of using the five-enemies-come-from-the-right-side-of-the-screen-shoot-and-disappear-to-the-right-again every single time again would be lost on potential player. There's a lot of easter eggs to find, too. For example, if you bomb on God's final card, the bullets disappear and never respawn. This deeply ties in with the game's Nietzschean leanings, as in that moment "God is dead". Truly the Evangelion of cat-based STGs.
Web version is stable now and Windows version no longer needs DLLs to run. Those technical achievements were only possible due to the brave souls who gave their lives and spare time during the last Demo Days.
At last, a game where I can harvest the power of Vitamin A.
I got really close to making it through both levels. I feel it would be easier if harvesting and throwing carrots were two different buttons though, but I don't know if that was a design decision on your part to avoid button spamming.
I enjoyed the gameplay, going through it multiple times to anticipate the positions of the bunny felt a lot like the pattern learning of shmups.
Those bone particles and bone sound effects were 10/10 would rattle again
Only thing I'd wished for would be game journalist mode for casuals like me, where it shows you the direction to the next checkpoint. Don't know about the others playing this game but I got lost pretty hard in the first and the third stage.
All in all, very A T H M O S P H E R I C. The atmosphere reminds me of Shadowman somewhat, which is really good.
I think the only thing that occasionally messed me up - except my own incompetence - was the collision detection and the ball's tail, which didn't seem to point in the right direction. I wanted to praise you for the music excessively but as I just read in the comments you took it from Wild Arms. I guess I can still compliment you for picking fitting music then.
As for the AI, I think it worked, I never felt that it was unfair. At times a little predictable maybe, after a while you could kinda figure out and predict how many exchanges were needed until the AI lost.
Either way, I think it was a nice little game and did what it set out to do. Good job!
This was really really good, very juicy visuals and gave a good "feel" when playing it.
This tidbit won't help you in development but I am heartbroken to find from these comment out the boss that kept killing me was apparently just the midboss.
I think my main problems with the enemy waves was the jumpy movement, which made it kinda hard to hit the last enemy standing and sometimes felt like it was more based on luck whether my shots connect or not (although I'm probably just a salt mine, so take with a grain of salt). Also, I'm not entirely sold on that last enemy sound effect.
What I enjoyed most were the boss patterns. The music was also really good, and the graphics are very charming. I'd also say that I like the style you're going for with those Space Invaders-esque waves and pattern-y boss fights. All in all, you have me looking forward to the next version!
On my first playthrough, I didn't even realize there were multiple levels. Did you add working doors to a later version? The third level was cool, yeah. I never figured out what the red light was for, though. Did you have something special planned for that?
It's cool what you did with the light-based system, but all in all I'd say I like where you're going with Arrow Pit more. But I think it'll work out no matter what project you ultimately decide to work on.
The art style is great, you really capture that feel of old ray-style(?) arcade machines and consoles like the Vectrex. Best room was the one with the stars. I also liked the wind-up jump of the mech though I'd suggest adding something like a bar to tell players how high they are about to jump. All in all good job!
Rebinding space to space makes it work, though I'd prefer something like Shift (which doesn't appear to be bindable yet). Also, in case nobody else notices and appreciates it, it's nice how you made the tutorial change the displayed buttons depending on what button is set to the command.
I wonder how you're going to add in all the different elemental attacks. Is it one at a time?
Either way, it's a cool demo. You really nailed that fluid gameplay. Looking forward to where it goes in the future!
Thanks man! There are still a ton of parsing mistakes, especially with Sonic. He seems to have a weird throw that makes KFM float in the air. I mean Sonic has lots of weird attacks, but the one where he points and goes all "Za Warudo" on the other character takes the cake.
The web version is an eternal journey. I'm really feeling bad about abusing Demo Day as Debug Day repeatedly. Maybe DD17 will finally feature a game that doesn't get overshadowed by its technical issues.
Tumblr has a more generous character limit, right? I'll try and start posting tidbits of interesting stuff there. Compared to the other Dreamcast projects going on, it's not that interesting though. Most dreamcastdevs have now reached the level where their games are indistinguishable from proper Dreamcast games.
Yeah, but thanks for the feedback! It's really appreciated.
There's a real story behind the Sonic character. It's the thrilling tale of a dumbdev who thought it was a good idea to add a new character two days before release. Honestly, the Sonic fight is garbage. There was a better Sonic character with less broken attacks, but that one didn't fit in memory.
AI is kind of an interesting thing with MUGEN, since you don't really know much about what each command is associated with. The original MUGEN and this port use the "just press random commands" approach, but I think modern MUGENs have proper AI built in. It's something that needs a large amount of tweaking though.
Anyway, thanks for playing, I hope you didn't fall victim to the random web freeze of death!
Wow, you made it to the ending! I also want to take a moment and appreciate the the thumbnail, the blood really adds something.
Sorry I didn't make it clearer that the "story" ended at level 10. There are no more secrets, only anime-flavored despair. At the time I made this game, the only game of mine people didn't absolutely hate was a game that kept going indefinitely. People somewhat enjoyed seeing who got through the most levels. So I thought, "Wow, if I add infinite mode after the game ends, that's gonna be cool, right?" I really don't think it works for a game like Senpai Screams, though, since the gameplay is too repetitive and the levels take too long to complete.
Well that was a long-winded explanation. To sum it up, I liked your video, it's good stuff!
Really funny game though I'm part of the cheesed-it-by-running-through-the-wolves faction.
Since nobody mentioned it yet in these comments, I want to point out the jiggle physics in this game. These are absolutely crucial, so please keep working on them and never ever remove them.