Excellent use of story, dialogue, puzzle design and artistic aesthetic!
This was a really fun game which had me hooked for the duration. Great job!:)
Thanks:) Ultimately the process of a reversed vertical control scheme (i.e. pressing up to pitch downward and pressing down to pitch upwards) corresponds to a configuration to which those accustomed to flight simulators ( or even flight arcade) games are familiar with and thus find more intuitive to utilize. However, I can understand how some players would ultimately find this approach unintuitive.
I can refine the game to allow the option for players to alter the Transversal Axis controls at their discretion.
Thanks for the feedback:) Cheers!
Thanks:) Yeah, unfortunately, I had only joined the game jam at the last minute, and thus only had about three days to work on the project. I'm slowly but surely working on a more complete version of the game, which not only implements additional aircraft types, improved AI, and clouds, but also a first-person cockpit perspective, and a campaign system, complete with mission objectives, waypoints, and a large map in which to play the game.
While I was kind of fooling around with the idea about continued development, I initially wasn't sure. But yes, I suppose I could pursue furthering this project, probably to the extent of implementing full on "campain/tour of duty" segment with mission objectives and navigation waypoints. Additionally, I'll probably wind up implementing a first-person "cockpit" perspective, with four-selectable viewpoints.
Thanks for the suggestion:)
Wow! Thanks for the compliments:) I don't know about "cooler", but I'm flattered, nonetheless.:)
However, you've created your own 3D engine for the job; that takes way more talent than I have!:)
Now, that's what I call a perfectly authentic homage to the PS1 era!
Excellent representation of the classic Resident Evil series, from conrols, atmosphere, pre-rendered backgrounds, creepy setting, graphics, and music!
Far better than mine!
Great job, can't wait for the full version:)
The game was actually programmed in straight C++ with DirectX 9.0c components. All of the assets (sprites) were created in PaintShop Pro 8, with music composed and generated in Fruity Loops (FLStudio 11.0)
Hehe:) Unfortunately, no. Just cookies, ankhs, and her pummeling legs;)
Although, in retrospect, I seriously should've thought about salt or sodium-based items as an additional means of combatting snails.
Thanks for the feedback. I'll definitely be taking your suggestions into account.
I'll probably try revising the font colors to something more distinctive that can be more easily read during gameplay, in addition to providing a bomb view which can be toggled via a singular key-press (as opposed to requiring the player to hold the F1 key down during play).
Additionally, I'll also try adding an inset "bomb camera" which will temporarily display within one quadrant of the screen, allowing the player to monitor the progress of the bomb while it is dropped.
I apologize for the error.
I've recently uploaded a revision of the game, in which coding modifications have been implemented to (hopefully) rectify the bug in question.
Hopefully it should work now.
Thanks for pointing out the issue:)
I've recently analyzed a deficiency in the combat mechanic, in that the player-character's full chain of attacks currently only seems to occur properly when the attack button ('Z') is held down, but it apparently did not respond effectively when the button was repeatedly pressed.
I've since ironed out this problem, and these changes will be reflected in the full version of the game. In the meantime, I'll try to update the demo version, as well.