Oh okay. Bummer. Still, keep going!
jadedrakerider
Creator of
Recent community posts
I’ve revisited this after a year and I can say that this is still an engaging game with a reasonable learning curve for the demo. It takes so many of the right cues of the second quest. I have a couple notes but after a year you may have addressed them.
First, one thing I really don’t like borrowed from the – other quest mentioned – are arbitrary platforms. There were a couple of places where the background looks like a platform, but is not. It is forgivable, but it detracts from the overall fairness of the game.
Second, candles that are ever so slightly out of reach of the whip while standing. This is something from Castlevania on the MSX and I really didn’t like it there, either.
Third, the forest level has entirely too many elements going on when you head toward the cave. It’s a bit disorienting sometimes and because blue and green are so close together on the color wheel, Simon doesn’t stand out from the background as prominently as would be ideal.
Ex. In the screenshot with the bee hive, you just about absolutely nailed it in the nearground (orange/yellow) which makes Simon’s colors pop because Simon is blue (orange’s complement).
The problem returns in the far-ground (purple, blue). You have the right idea in action. Blue/Violet are the complements of Yellow & Orange. The fore and near ground both pop against the farground, but the farground is not the thing on the screen we are trying to keep track of.
Lastly, this may be just because I’m getting old, Simon’s brightness is a bit too muted. Some literal brightening up would help him pop even against blue/purple.
All this being said, this is still a fantastic game and I am eager for an update and the next demo.
The music & sound are superb. The music is moody and the sound effects give on screen actions a sense of force behind him.
The graphics strike the right balance of chunky like an 8-bit game, but more detailed than was normally found on that generation of consoles.
Your level design and enemy placement is obviously well thought out. In particular the sahagin bridge is brilliant. You have the player and Simon experiencing the same jump scares simultaneously and the player has to harden their nerves and become the courageous hero Simon is to navigate across the bridge. That is just chef kiss.
I always thought Simon’s Quest was a tragic waste of potential. As much as I enjoyed running around killing monsters as a kid, it got boring when it felt like wandering around to no discernible point.
I hope somebody uses these to make that a reality. Maybe I will when I get more experience. Thanks for making these available!
notes
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If I hit BlackJack ex. 13/13, I should win unless he hits blackjack, (15/15), and in that case it should be a draw, right? I encountered this at the first boss.
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Where did my negative and blank cards come from?
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What is the purpose of blank cards and where do they come from?
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The choice between damage reduction and +HP isn’t a very good mechanic – it makes more sense to always choose damage reduction or damage up. Why would I ever add HP?
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Removing 3 cards from the deck at a time is a bit broken. Just by destroying the highest value cards (I completely got rid of 5 & 6) made battle trivial and more about luck than judgement.
Edit 1
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Giving the boss +2 on the spread is all kinds of BS, even when I have all the 6s and 5s cut from my deck.
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Providing a readout of the contents of the opponents deck, maybe only at the start of the round might be worth trying out.
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Having a permanent reference of the contents of your deck should be a power up.
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Going bust by playing 3 cursed (black) cards should instantly bust me. This isn’t happening. update Sorry, this is working as intended. 3 cursed SYMBOLS. This isn’t communicated visually to the player very well.
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Cursed cards probably shouldn’t be destroyable.
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Having to re-select my game speed for every run is pretty annoying. Caching this preference and persisting it would reduce friction.
Also moving my suggestions from the stable page:
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The way the +X to maximum before bust is poorly explained. Does it apply to the current turn or the next turn?
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Would love some keyboard controls. It makes sense to have the hit/stay on opposite sides of the interface, but I find it gets in the way of the flow of the game to use the mouse.
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I suggest implementing A for hit, F for stay at least.
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For accessibility points, tab/arrow to cycle through elements on the screen.
Also I work in software QA and I have some experience with coding. I will probably have a lot of feedback like it’s my job. It is. I apologize ahead of time.
No worries! I much prefer that you respond defensively than to ignore the question entirely. We can walk away from flaming each other or we can come to a satisfactory understanding this way.
BTW, because of this convo, I uploaded some badges you can add to your projects/pages because typing it out and trying to find a disclaimer in text is a bit of a pain.
This is such a great game! I love it!
You adapted the rules of blackjack brilliantly and the aesthetic is just the right amount of off putting. Keep up the great work. I am going to download the beta.
Some notes:
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The way the +X to maximum before bust is poorly explained. Does it apply to the current turn or the next turn?
-
Would love some keyboard controls. It makes sense to have the hit/stay on opposite sides of the interface, but I find it gets in the way of the flow of the game to use the mouse.
-
I suggest implementing A for hit, F for stay at least.
-
For accessibility points, tab/arrow to cycle through elements on the screen.
It could have been updated since then. I ask because I want to support human creators. If there is nothing to disavow using AI/LLM, I ask before I drop money on their content. Not for this pack, of course but I still want to use use assets made by real people. People like you.
This matters to me. Would you like me to apologize? I’m sorry I wasted your time ensuring I would use something created by yourself instead of supporting the kind of people who silicon-source creativity.
I just bought your Dragon, NPC packs, btw. You make very good sprites. Please pardon my brusqueness. No hard feelings.
Hey awesome! Streets of Rage is one of my all time favorites and SoR2,3 are among my all time favorite soundtracks. (Yeah 3, the weird experimental one is one of my favorites ever!).
So far these are sounding great. Very faithful to the genre Yuzo Koshiro channeled for SoR2. Would love an expanded version of this pack, David!
I love the style and I bought the winter sale mega pack because it’s so great! I spotted a couple issues you might want to address.
- jump/attack animations have a pixel cut off at the apex.
- When cats run/jump/walk on tall objects, they keep their tails in line with their spine rather than up to help them keep balance.












