Didn't work for me. Seems like there was a background and a character, and I was only able to press I think a button or direction to cycle through what looked like a bunch of corrupt other characters.
iNCEPTIONAL
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Actually, pretty cool—I feel like there’s a lot of potential here. That said, I remember there being a slight delay between pressing any of the buttons and firing, so making it more instant, a la Smash TV, could be nice. I also wasn’t entirely comfortable using the shoulder button to shoot, though I guess that’s just a matter of getting used to it. Maybe adding a mapping option so it could be assigned to simply “up” would be interesting—I’m not sure if it would feel better, but I’d like to try it. Overall, a really nice game.
Think I got stuck here—I couldn’t get past the first screen or two because I wasn’t able to jump high enough or maybe wall jump to progress. Not sure if I missed something.
Edit: Ah, I should have read the control instructions on the itch page. I’d recommend remapping the controls to something more standard for SNES—maybe run on Y, jump on B, and just push toward the wall to do a wall grab. The current mapping doesn’t feel quite right on an SNES controller. Just my two cents. Otherwise, pretty cool. And nice little Mode 7 bit at the end. :)
You know my thoughts on this from my comments on X: easily my favorite game of the Jam. It’s the most polished entry and the best technical showcase for the SNES—and I really wish there were more projects like this, and beyond, in the wider SNES dev scene. It’s also the one I’d most love to see developed into a full game, maybe with an awesome pixel artist on board to push the visuals even further on an artistic level. I know it’s never going to happen, but just imagine if you could get pixel artists with the level of talent seen at Capcom, Konami, Nintendo, Sega, Square Enix, or Treasure working on a full version of this game. There’s so much potential here.
A decent idea here. Although, as I recall, the controls seemed a bit awkwardly mapped. Maybe put the pickup/throw on Y and fly on B, which would match the more standard configuration for SNES games and its controller layout. I could be remembering the controls you implemented wrong. Was quite a few hours ago I tried. Pretty cool though.
This is pretty cool! It reminds me of that Dragon Ball game that does something similar. Have you considered making a version that uses Mode 0? That way, you could have two standard overlapping parallax layers for each view.
I was recently thinking about how fun it would be to make a Mario-style platformer like that, where each player can completely wander off on their own. The screen would split when they move far enough apart in any direction, and with 2bpp visuals, I think it might even be possible for them to enter entirely different levels—all while staying within VRAM limits for tiles and other resources. With some clever use of row and line scrolling for extra faux parallax, it could look really impressive, too.
Of course, it wouldn’t have to be a Mario-style game—it could just as easily be a run-’n-gun, a horizontal shmup, or something entirely different. Mario was just the first example that came to mind.
Just putting the idea out there. :)
Great, I've sent you a message. It will come from kirk_johnston AT hotmail DOT com.
Also, you can check out some early test footage of the SNES game idea I'm working on here: Mode 0 Test
By the way, can I ask what kind of unit sales you achieved (hopefully you're not sensitive about this stuff)?
I'm in the process of mocking up a SNES game myself, with the ideal end-goal of releasing it as physical game too, and I'm just curious about the potential numbers of people out there who will actually go out and buy it.
If you are saying there are the 24 enemies PLUS the 10 explosions onscreen then I think you made a design/programming error there because the enemies should change into the explosion sprite when they die so there's never a higher number than 24 sprites/explosions onscreen at once. Or at least I imagine that would be a good way to do it in order to reduce the amount of sprites onscreen at once. Did I get you wrong there?
This really is great. The only thing I personally think it would be nice to add is the ability to turn around using the right analog stick on Oculus + Touch (both snap and smooth). I know many people have full room-scale VR setups now, but there's many that don't, and this one little addition would help greatly for those who don't. This is a still great even with the turning limitations, but it would be amazing with that one quality of life improvement for Oculus Rift owners like me.
Link to the game on Stream Greenlight
Check out the trailer here: https://www.youtube.com/watch?v=pOH_eDX_WbQ
Story:
The Last Galaxy is at war. . . .
The evil Ergling Empire is making its way across space enslaving countless alien civilisations and destroying entire galaxies in its wake. Many species have run from their home worlds in a desperate attempt to avoid certain annihilation at the hands of the superior Ergling forces. A few brave souls, however, have chosen to stand their ground and fight against the seemingly unstoppable onslaught of the villainous alien invaders. . . .
Game Features:
- Wrap-around (Asteroids-style), horizontal, and vertical scrolling levels
- Homing Missiles, Super Beam, Bounce Gun, bombs, shields, and more
- Classic arcade gameplay and hectic shooting action
- Old-school 16-bit graphics
- Retro-challenging difficulty
- Unique loot boxes and bonus levels
- Aim for the high score
- Full controller support
- Steam cards
Game status:
Link to current demo version
Note: The link is entirely safe and virus free. It's just a single runtime .exe (4.3MB) uploaded onto my own www.inceptional.com website.
