Thanks. I'll definitely be doing a much longer game at some point.
Enoh32
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The game itself definitely feels like a beginner made it, there's some sort of idea here but it's not entirely being conveyed. Instead of just instantly restarting, the player should have some sort of death animation, even if just exploding. It doesn't scream PS1 to me. Movement is actually too fast. World needed to be more than just the same repeating thing over and over again infinitely. Shooting the ghosts isn't bad actually, can be somewhat satisfying, but needs more. I do like the attempt at an intro cutscene, and It is also cool you built it in python too, so it was from-scratch. Overall it needed more: a game-play loop that felt satisfying to fulfill. As it is, it is a bit bland. Good luck on your future games and don't give up, I think you can make something great.
max texture resolution on the ps1 was 256x256, most textures were about 128x128. Lighting was possible on the ps1 in the form of vertex lighting / gouraud shading. character polycount depends on type of game. Metal Gear Solid had Snake at around 600 tris, I'm personally aiming for around 350-400 for mine.
Guess I'll put mine too. I'm bit of a newbie to itch.io ( and my game project is on-hold... ).
Been trying to create better music so I can compose for my games.
Soundcloud:
https://soundcloud.com/user-828775529/tracks
My current best tracks are all in the The Good Stuff playlist.
This game started out pretty well, but eventually I lost interest due to it not really being what I wanted. I don't plan on completely abandoning it, but I definitely need to re-do the whole thing with new art and what not, and a more solid direction. This is my first game, and it's made in GameMaker. I just figured I needed to show SOMETHING, and get input. Motivating myself to just finish it or just re-do it is... hard.
Demo: https://www.dropbox.com/s/l8ktckk6hd602zh/Dungeon%...
Edit: Didn't leave anything here for controls, woops.
Uses WASD to move, press F to pick up items / get on ladders
Shift to run ( no animation ), which will let you jump farther.
Space to jump.
You can't attack.