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Conan

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A member registered Jan 02, 2018 · View creator page →

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This crashed for me. I don’t feel comfortable rating it without seeing how it played.

I wasn’t able to figure out what to do other than avoiding the doll.

This is solid, like a slightly simpler pixel dungeon.

If you implemented WASD or arrow key navigation I could see myself losing some real time to this.

This is a solid start. You’d need to adjust the speed and density of things to really make it tight, but I had fun with what you’ve got.

This could be the basis for a solid twin stick shooter.

I would reduce the cooldown on the hammer; as is you use it so infrequently it just never became muscle memory.

Since things getting past you is a major part of it maybe eventually build up some passive defenses?

It’s an interesting concept, but in practice I couldn’t keep up with both retrieving soldiers and doing work on the bottom screen.

I might focus on just the bottom action, maybe do wounded pick up and the like with an idle mechanic like cookie clicker?

Pretty solid VS type game for the time you put in.

You could develop it into something more.

Well, just for presentation stuff, I might suggest communicating more outside the game - stuff like posting the controls on the game page - I like to know how to play before I start something up.

The ‘how to play’ screen in game is fine, you did good there.

Also your web build doesn’t work if not full screened and there may be other issues - just a bit of text to let people know the state there would be helpful.

Congrats on completing your first game!

The game would benefit from a smaller collision box. As is it gets fairly frustrating after the third level or so.

The core gameplay is fun and kinetic, especially once you get the powerup to recharge dash on a kill.

I might suggest trying a twin-stick control scheme.

Thanks, submitted.

Here’s my late entry: https://jmkdev.itch.io/noble-blood

I don't have a problem with it, as long as credited.

I'm not going to for this one, but I imagine using AI as a starting point for art is going to become very common, especially for time-sensitive jams.

Everyone starts somewhere. You'll do fine!

Can I ask what hardware and browser you were trying it on? 

Definitely much better - though Otto may be too forgiving now. I know, it's a rough balance :)

I might suggest slowing the robot's projectiles a bit so you can reasonably dodge them - right now I tend to shoot them from a distance as the projectiles are almost hitscan.

This is great. I might recommend twin stick controls - movement on the left stick, aiming/orientation on the right. Some of the puzzles that require you to shoot a specific wall with just a little space to move around are tricky for the wrong reasons.

Awesome to see pinball on here! I definitely recognize the more sparse layout from the earlier electromechanical pinball games, though I will say the layout of the bumpers and flippers makes it feel like I have very little control over the ball - the flippers almost seem to be angled to make them ineffective. 

But you should totally take this engine and do some other boards!

Nice. I seriously considered doing Pitfall, too! 

I have an ultrawide monitor and I think it may have cut off some of the UI - I couldn't exit the options menu. But I did eventually get through and find a Golden Brian.

I'd be down for more Asteroids, but this seems unfinished - or maybe it's just something about deployment on Itch.io's page - the window is smaller than you seemed to intend.

Also, the asteroids appear to be immune to fire - I could shoot ships, but not rocks.

I like the idea of puzzles that require you to reference an offline resource like a book, but the machine translation makes this a little more difficult for an English speaker.

It's a good idea, but you'd benefit greatly from non-tank controls - just moving in the direction pressed instead of rotating. As is it's very hard to play.

It's a solid concept, but I think it'd really benefit from gamepad support with a d-pad and separate fire and jump buttons, and with a sprite that showed what direction you were facing.

But I dig the aesthetic and I think there's promise there.

A very solid take on Asteroids! I might suggest just going to the next level rather than requiring a click; it wasn't obvious that was a button to me for a while.

I can definitely see the similarity to Gauntlet. Though the default controller bindings are a bit iffy - if you expect the player to move the camera as it seems you should bind fire to one of the shoulder or trigger buttons, so they don't have to shift their fingers from the right stick to shoot.

And I got overwhelmed fast - lasted even less long than on a Gauntlet arcade machine.

A good start, though you'd want to give the player more options on how to build out defenses if you built it out to a full experience.

Good job completing the game.
A duck move would help - as is you can't really avoid shots well, so the combat just becomes a war of attrition to see who hurts the other faster.

I don't really see the theme super well, but it's a fun gimmick that works well - I enjoyed running through the levels you provided.

7zip has you covered, man.

Hah, I love the idea of Berzerk as an FPS. But you need to make weapons more viable, and Otto needs to be slower.

The only really viable strategy here is to mad dash for the exit.

But there's some real promise here. I hope you continue with it!

As others have said, it's time to move off flash - I had to go search for the settings to get Chrome to play this.

But the platforming feels good - I like that you can play it with effectively two buttons. There do need to be more checkpoints, though - especially after you go up to the area with the gravestones a death means repeating an awful lot of the same terrain.

Nice combination of Galaga's waves and a rail shooter. I might suggest a brake button as well as the existing boost to help deal with the more mobile waves while they're still on screen.

So, there's no shader :)

The 'scanlines' are a complex CSS linear gradient pattern, and the bright text with color fringing is an abuse of the CSS text-shadow property.

Ordinarily I would use a GLSL shader - I wrote one based on  Timothy Lottes' code a while back - but I wanted to do this entirely in the DOM. So it's all standard HTML elements and CSS.

That's a great take on breakout - you can occasionally hit two full columns of bricks in one volley if you get a straight shot right between the tiny space between them.

And the voice samples totally make it. Love the inspiration from the game art and Close Encounters.

I don't have an iPhone to test with and suspect it may not like some of my javascript. So if possible try this with Chrome (on whatever platform). It does work on Firefox, though mobile performance is a bit harsh.

I may make an option to disable the CRT effects and see if it improves performance.

Just FYI at the moment I don't have an iphone to test on and I suspect Safari may barf on the modern javascript.

I'll take a look as soon as I have a phone to test on.

I'm very close, but yes, I'll be submitting late.

Huh, interesting. I haven't seen that at all. It's using the wrong tilesets but still the right room layouts. 

I've actually just downloaded it from the site and tested it just now in retroarch with Mesen core and it was fine. Maybe try re-downloading it?

Sorry you're having that issue, and thanks for trying the game.