Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mega +RyeGuy+

127
Posts
1
Topics
19
Followers
140
Following
A member registered Feb 15, 2017 · View creator page →

Recent community posts

I think it will help a lot.  Your cover art is nice, so you are on the right track.

Can you post a YouTube video with the gameplay?  I think the music / sound effects of the game are important, and I think this would help you reach your goal.

After downloading a new .bin of the game, The controls seem to be miraculously working on all three model 2s.  I'm a little baffled, but pleased that the problem is resolved.

I'll give it another try.

Note: tested on Mega Everdrive Pro, and Mega SD flash carts.

I'm not sure if others have reported this bug:  On real hardware (tested on 3 different US Genesis Model 2)  No wired or wireless controllers will register.  Cannot play the game at all.  This does not seem to be a problem on the US Genesis Model 1, emulators, or clone consoles.

Yeah, interest suddenly kicked up for Super Power Kick.  It really does feel like an authentic arcade title.  I wouldn't be surprised if your game popped up in a period-piece early 1990's TV drama.

Looking forward to it!  BTW, I meant to reach out to you.  Last year, I shared the link to SPK on a forum, encouraging people to try it.  Over the last month, people have really been interested.  Out of curiosity, had you announced that you were finishing the game, or was this just a coincidence?

Congratulations on the the game progress, and the new job.  It's good to see that you are forging a unique and intelligent path with your games.

I won't lie, I (selfishly) miss his mini games.  I'm glad he is doing more personal work though.  That's when game design has the potential to become modern art.

I think I understand.  Another gen/md dev who used to make mini games is Kakoemon.  He seems to have taken a more meaningful road as well.  I hope your new direction is fun for you, and that it helps you express yourself fully.

I found you on Patreon, through your Youtube channel.  I'm happy to support your work there, and here on itch.  All of your color hacks get a lot of attention when friends come by.  Btw, thanks for this amazing demo.

This update has added a fun factor to the game.  Completing lines makes the game more rewarding.  Thanks for adding the P and A indicators btw.

Now that you added in the clubs, I feel that this game is much more approachable.  There is something to be said for a golf game where you build your own course, and have to deal with the consequence.  At first I thought of it as a puzzle game but I was looking at it the wrong way.  It's kind of a world building sim, where the world is made of falling blocks.  The wind system also adds to the simulation.  IMO, there is a "honesty factor" similar to playing pinball, in that Golfanalia might hand you a lucky game once in a while, but you can't fudge your way through the mechanics and beat the game.

(1 edit)

Yeah,  a button makes sense. Or even some instructions on the right?  Just a couple labels here and there to make it feel self-explanatory.

I realize that you are probably close to done with this project, so forgive the late suggestions.  Labels on the power and accuracy bars would be helpful, and a putting mechanic when the ball gets close.  (maybe take away the arc of the ball once the player gets within a two block range?) These two additions would make the game feel easier to pick up and play.  I was hesitant to make these suggestions as I can see the joy of experimentation in your games.  I don't wish to mess with your creative process.  Especially since nobody else is making unique high-concept mini games like yours.

This game is the epitome of a fun pick up and play mini game.  It's great in it's simplicity.  It also has a charming old school PC art style.

Well, I only played two games so far, but for some reason I wasn't able to get the ball in the hole.  Maybe I played before my coffee kicked in.  I'll play some more and see what I was doing wrong.

I really like where this game is going.  It's so original.  I was testing 0.2.3 out yesterday, and have enjoyed the progress you are making.

I'm trying to decide whether or not you might possibly be the real Doc Brown.  Does that little yellow car run on plutonium by any chance?

Lol.

Oh, man.  Clever idea.  It's very fitting to create a game for a retro console that has such an old school theme. I feel like it was just yesterday when I was defragging my mechanical hard drives, but I don't remember it being so rad.  😎

It feels finished now, and it looks, sounds, and plays great.  I love the steaming coffee on the title screen.

Looking forward to trying all of your latest revisions, (you've been busy!) but I am particularly interested in this game.  I love the physics in Seesaw.

This is impressive.  I love the parallax and the weapon modes.  Nice work so far.

The controls are great.  The tutorial is a nice improvement over 90's cinematic platformers.

Yeah, he did full color plates for books. That was back in the day when the illustrations were on separate pages in color that were inserted into the book. He also did tons of etchings that ended up being black and white spot illustrations all throughout his books.

(1 edit)

I noticed a nice little detail in the high score screen.  It's an illustration from Arthur Rackham, an amazing illustrator from long ago, and one of my favorite artists.  Very nice touch.  I also noticed some of your new music in the game, and I think it's a perfect fit.  Congrats on everything coming together good sir.  As for the game, it's fun and quick to learn.  Reminds me of a couple of classic arcade games, (Three Stooges and Food Fight) but with a more lethal flare.

(1 edit)

Yeah, well put.  Sometimes I play his Gen/MD games, and I get really into his compositions.  I can sense the way the tracks are separated.  Watching him recreate the track real time gives me an even deeper appreciation.  In particular, the uniqueness of the track he chose from Bare Knuckle III/Streets of Rage 3.  That soundtrack has some real depth.

I thought you might appreciate this piece of hardware, in the hands of the original master of Gen/MD music:  https://x.com/yuzokoshiro/status/1783416939215491453

Ah, well it is well worth the effort.  I love the walk cycle, and all the animation in general.  Color palette is very tasteful as well.  It looks and plays great.

This game is impressive.  At first I thought it was a short demo, (because of the lack of score and hud) but it appears to be a full game?  

Is this going to be a Sega Gen/MD game?  Thanks.

Nice!

It looks like I spoke too soon.  After level one, the music improves drastically in both games.  Sorry I didn't give the game more of a try before leaving feedback.  It was just the graveyard song.

This is incredible!  You did it!  You're composing music in only two months.  It sounds amazing.

I'm only a few minutes in and I had to stop and let you know how much I love the music in this game.  Incredible work.

I really love the music in this release.  Fits the mood of the game perfectly.  Awesome game in general.  Looking forward to the release.

Yeah, I wish there were more 5 minutes pick up and play shooters like yours.  I think you did a great job.

I love your game.  I enjoy it alongside similar games like Omega blast and Ixion.  Charming music themed sprites.  The soundtrack is amazing.