Very fluid mechanics, with satisfying controls. Plays like a true console game of the era!
Daniel "MontyOnTheRun" Monteiro
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This game is mighty impressive!
While it has this cool early 32-bits look, it also feels quite fresh and well crafted.
(BTW, be careful that some of hills are still "walkable", allowing the played to get out of bounds)
Gotta admit I was a little skeptical of the screenshots, since they don't look very 90's to me, but once I played the game, it was very much a Sega Saturn game!
It's a little unstable and could use some polish, but fits the theme very well and (when it's working) it's a very fine Dungeon Crawler. Congrats.
There's potential here, but there's also a lot of room for improvement. Dont' feel discouraged.
The game got stuck and I couldn't quit it - had to use task manager. Also, the music would stop after getting one of the (rare) candy.
With some polish, this could be a fun little game :)
Strong Daytona vibes here! Sadly, the physics didn't play along. After one jump, I was able to clip thru the track and get out of bounds. Driving over the water, I hit one of the bridge pillars and got stuck on a fade out loop that would respawn me at the exact same place, with the sound of the engine starting.
This has a lot of potential, but would still require some polish :)
Also, those controls are from hell! XD
I'm not able to create a devlog entry for some reason (a itch.io bug?)
Here's what changed:
- there was a whole room missing that would lead the player into getting trapped in a limbo if they entered. I completely forgot to create it!
- greatly improved the control scheme. It was 6 action keys and I simplified it to 4 keys
- reorganized some of the clues around the map - in fact, there was one clue being spawned outside the map!
- improved the UI to look more finished
- fixed many of the possible point of crashing
Here's a video of the original (or was it 1.1?) for Amiga running on a Vampire 080:
You will see that between the original MS-DOS release and the last release for OSX (builds for other platforms will come soon), there was a lot of small fine tuning!
thanks! But in order to achieve the complete gameplay experience, I would need a little more time.
Oh well, I will keep working on it, but the most likely release date is now a couple of months away
Works fine on my DS Lite, but won't boot on OpenEmu.
I absolutely LOVED the graphics sound and music, but the touchscreen controls were very twitchy (it could be that my DS is quite banged up and I haven't booted it in a while, TBH). The character also walks a little too slow for my tastes, but I understand that it's part of the creepyness factor.
I also noticed some graphics corruption when moving between rooms. It looks like your engine is very similar to mine and I experienced a similar issue. I end up using a transition animation in the spirit of Resident Evil
OMG, that music....
The first time it was ok, but it kept repeating...it's headache inducing...sorry! (and believe me, I do enjoy some experimental synth music)
The rest of the game is fine, but a little slow, just like the others reported. I would also suggest a little highlight over interactable objects, for when you're close to it, so you know you're near enough for interaction.
Quite well executed - congrats!
I would suggest you to add a "cooldown" for when you have cactuses, as well as a limit for how many you could "spawn" together, in order to make the game just a tad more fair :)
I dig the graphics - reminds me a lot of Captain Skyhawk on the NES!
Allow me to suggest you to make the player vehicle faster and more floaty. It would make for a more dynamic gameplay. Not sure how hard would it also be for adding a shadow for it, to emphasize that it is floating?
There is a lot of potential here!
I fully agree with Max but also add that the end enemy was a little confusing. I somehow expected it to be some "interactable" character and ran into it, expecting a dialog or something. I was also half-expecting the bamboo to hurt me (but then realized it was too tall and was probably just a prob. Kudos for having the character going thru it - I've noticed the effect!).
Those are just minor points that could be made more explicit in future versions.
Another point to add: tested it a FPGA core (MiST compatible) and the game hang shortly before starting. Did you get the chance to try on real hardware? On emulator it ran just fine.
I bit more than I could chew with this one, but I was trying to port the game I wrote for the Retro Platform Jam, for 32-bit retro machines (https://montyontherun.itch.io/sub) (DOS, Macs, Amigas) to the Master System and I got close, but I can see that there are too many issues still pending and not enough time.
Surprisingly, the hardest parts are working: 3D graphics (basic but working) and the core gameplay (initialized, but not integrated into the 3D engine yet):
This is using the legacy mode 2 from the SG-1000, but still using and requiring the extra memory in the SMS.
8bitworkshop.com bugs also didn't help much...but hey, it's a quite good IDE still!
If only we had more time...
WOW, this is really hard, but quite challenging in a good way. I kept thinking: "ok, one more try!"
After getting the high jump boots, the collision and screen transition get a little wonky, but nothing game breaking.
Good work, a very cool game!
Ah, I think I've found it.
You probably took a right on the hangar and entered the BOHR-2 escape capsule. I, well, forgot to make that map 😅
Will publish a revision tomorrow, fixing this and adding 64-bit OSX support, as well as an easter egg.
Can you remember which room was it?
This is a particularly new way to use this engine and I wasn't sure things would hold up. I originally wrote it so maps would play in an isolated form, but then I tried to sync it with the core gameplay module.
All this in a 2 week span, plus the puzzles and the geometry...maybe I bit a little more than I could chew