Recent community posts
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.
This is a really really good game! Sometimes the wallruns don't go in the direction I wanted them to go in, but it's really fun to play!
I also got the big coin. Please make something happen when it's collected next demo day, okay? ;_;
Just finished playing, well, I'm pretty amazed.
My only problem was that on my keyboard Z and X were switched due to the German layout. And of course crushing my shmup self-confidence, but you earned it.
(Also don't tell the other devs but you earned major bonus props for having a custom executable icon)
Cool video! I hope it doesn't get demonetized due to the music ;_;
Also major props for actually reaching the end, seriously! Gonna share this around for all the lost souls trapped in anime who gave up before the end.
Totally forgot about that VS runtime requirement. Yeah, the windows distribution is a mess, held together by chewing gum and enough DLLs to kill a small elephant. It's also completely resistant to any of my trillion fixing attempts. Got a good feeling with number trillion-and-one though!
The Dreamcast version this time around doesn't need a light gun so it works with every input cable. I guess that leaves the CD-Rs. The only thing I can say is "Never ever use the golden Sony CD-Rs". I don't know why, but those were always coasters when burning proper Dreamcast games on them. They looked so pretty too, it's really a shame.
The web version's shambling along. After nobody said anything during the Ludum Dare game I thought it was fixed. So much for that.
But man, you really showed dedication going through all the versions. I'm sure in Demo Day 17 everything will work out of the box, so your sacrifice won't have been in vain ;_;7
I find it hard to put in words how glad I am it didn't crash for you. You might just be the chosen one the prophecies foretold.
But seriously, thanks man. I'll try and rewrite the explanation for the Enter button.
Not gonna lie it's pretty horrifying.
Sometimes I wake up in the middle of the night, drenched in sweat, because I know those animes are out there.
The video's pretty dope though gonna share it with all my cool gamedev friends.
"iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii" is the most glorious of my trees, I dare anybody to find a more majestic specimen.
Really cool style of mixing 3D and 2D to make puzzles! The writing was also superb, reminded me of games like Phoenix Wright and Hotel Dusk. That plushie conversation line had me in tears. Really amazing, please make more.
Small bug: after looking at the two tables, I was stuck on the tile in front of the tables. After mashing the buttons, it opened the tablet screen. I though "When in Rome" and entered the correct number, which the character dismissed as false. After that everything worked again, and it accepted the number. Not sure what happened there.
HE SUICIDED RIGHT OUTSIDE THE WALLS
Interesting concept. So the focus is on multiplayer, right? J... just outta curiosity, what happens to people who don't have friends to play with?
Either way, looking forward to see this develop!
Glad to see that the gameplay feels just as good as in the webms. Loved the little story elements you threw in there, too. It's a very well-connected package. The music, story framework, gameplay all perfectly flow together. Seriously awesome.
Only thing worth mentioning I found was a small graphics glitch during screenshake, although you probably know about that already.
Sorry to hear it froze on you, the web version seems to be a bit of a mess, except the bit part (so it's not your laptop). The main issue seems to be the memory: The C++/SDL to HTML5 compiler I used doesn't really handle dynamic memory all that well, so I went with the more performant name-your-upper-memory-limit-at-compile-time option. I felt nothing could go wrong as long as I set the memory limit high enough. By now, I have already replaced it with a dynamic memory allocation version, which runs even more laggy, but should no longer freeze. Once again, really sorry ;_;
The input stuff is weird, because it only happens on itch. I'll probably have to fix this at some later time since I really have no clue what's going on there.
Glad you managed to have a little fun with it though and thanks for the feedback!
Curses, I was really looking forward to just putting walls around the checkpoints, but my plans were thwarted.
Procedurally generated tower defense is an interesting idea. The one thing I disliked in the demo was that towers were limited, otherwise I would have had a hard time to stop luring crabs into death traps.
Those are some gorgeous models and beautiful animations. You really capture that dark fantasy feeling.
The combat flows well, though I kinda want hits to feel a bit meatier. Then again, the enemies ARE spooky ghosts, so I dunno. Also, I wonder if you could add another indication that you've run out of stamina. I may just be a turbopleb right now, but looking away from the skirmish to look at the health bars kinda breaks the immersion.
It's a cool system, although I may be a scrub, because I only played in God mode. 4 HP for enemies with machine guns was a little hard ;_;
I wonder if you could streamline the item stuff a little bit. Managing your weapons feels a little clunky right now. Shooting guns feels juicy though, I really like that.
The get-sucked-into-space-after-breaking-the window mechanic was easily the coolest part of the game. I hope you add more stuff like this.
It's a really well-made puzzle game. Not sure how you did it, but the way the gameplay mechanics grow onto you is really cool. It becomes pretty natural once you get used to it, which really reminds me of the "Now you're thinking with portals" thing. Except, blue squares, I guess. Your biggest hurdle will probably be to make players understand how the mechanics work. I think once they're "in the flow", they'll like it.
Definitely a demo I'll keep on my desktop for a while, at the very least until I've cleared all the levels.
Only technical issue I found is that the game crashed when I tried to exit with escape during the game.
I won a round, I feel so proud. The tutorial was cool and useful.
My only technical problem with the game are the bars that appear when you hit a unit. They look so much like health bars, but they're obviously not, because units keep dying even when their bars are still filled.
The Dreamcast version has less Mirklings but runs smoother than the web version. At least except with the three levels where the background keeps changing. They take more VRAM than the Dreamcast development library I use is willing to give up, so the game ends up moving large textures between RAM and VRAM constantly, resulting in choppy gameplay. It was a design oversight on my part. B- but hey, at least no slowdowns!
Originally, I wanted to make a really juicy game, that's why I made the explosions just big enough that you couldn't protect all the houses with it. Balance is really hard, so I'm sorry if the overall game was too easy ;_;
I hear about that DLL error every once in a while and I can't really figure it out. I asked about it on /agdg/ before but nobody could give me a good answer. It's a windows runtime library (Google taught me that much), so my best guess is that maybe it's an incompatible Windows version. Sorry it didn't work.
Yeah, I noticed that too about the browser version. An alternative fix is clicking the white part of the embedded html page next to the buttons or the buttons themselves. It was my first web port, so things are a bit messy, I'm sorry.
Oh, the dark level. You know that feeling when you play your game a lot and lose all feeling of what is acceptable difficulty and what's not? That's probably what happened here. I'll remove it, it's already too hard with a mouse, and with a light gun, you have no mouse pointer to show where you're shooting. It would just kill the Dreamcast version.
I'm really surprised you made it through all the way to the end. You can't be THAT evil. Thanks, man.
Sorry that it crashed, and doubly sorry that it crashed mid-game! Mirklings was my first web port and I'm still trying to figure things out.
My best guess is that the game ran out of memory. Since emscripten is not that hot at handling dynamic memory alloc, I decided to go with the name-an-upper-memory-limit-at-compile-time strategy. I'll reupload it with a larger memory pool. Once again, really sorry!
Very stylish, especially together with the music. You really captured that sci-fi feel with the models. The intro screen was also pretty funny.
Would've loved to see more enemies, but it sounds like you're working on that. Also, would be cool if you added something for the type of people who collect all the coins / do the valve thing (although I guess it may be overkill for an alpha demo).
Didn't notice any noteworthy bugs or quality issues, it got a little frame-droppy on the outside platform when basically the whole level was visible, but I guess that's to be expected.