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OshMakesGames

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A member registered Nov 08, 2024 · View creator page →

Creator of

Recent community posts

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First off, thank you for taking the time to give such a thorough and insightful review, TintoDev. You make very good points.

-I am glad you were okay with the Guided Cam. I have gotten a lot of complaints on it, which i have worked on, so for someone to say it's okay is a complement ha ha.

-So, I feel like the issue with the swim controls thing is that I equate that dolphin swim with a run, meaning if you were holding run, it would just dolphin swim. So, to fix your issue that bothered other people as well, I change the dolphin swim to the Dash button, instead of run. I tested it, and it feels much more intuitive to control, especially when you get in and out of the water. 

-I plan on making a tutorial level. See the signs I have at the beginning telling you to go up the wall? I didn't have those in the original Demo, so several people didn't go up the wall and quit after not getting anywhere in the game. You're right in that it might not be intuitive at first, but I think that it becomes second nature after the initial two walls, because it's the point of the game, you know? It's more "Fast Mario who can run up walls" than it is "Sonic", at least in level design.

-"Send enemies flying when they die" That does sound better. I'll probably implement this.

-You're not the first person to complain about specifically the ledge grabbing. I'll work on it.

-I'm glad you had fun! Also, the lava section's music is my favorite as well. I thought the guitar/harmonica was a weird combo with the lava, but it worked.

I will try to implement some of the changes you suggest. Thanks!

It means a lot to me for you to comment on the level design. It's all I've been working on the last couple months, so it's nice to hear my hard work has paid off.

You got 100% because I messed up and made two of the goals have the same ID, so getting one deletes the other lol. Oops.

I believe the gameplay styles I am trying to merge are at odds, here, as the momentum based gameplay I am trying to make seems to be fighting with the traditional platforming. It's a real balancing act. I think the right solution here is that I've made it so that the Bounce pads now stop your forward momentum. This will help a lot because at 0 "forward" speed, you have instant turning radius, and you accelerate quite quickly, so it won't kill your gameplay too much.

I will work on adding Coyote Time. It's difficult with how I programmed the game, but I will try.

Thanks for playing my game, Mel!

Excellent! I am happy you had fun. The boss was done in the last two weeks and had very little big testing, so hopefully that went well. Thank you very much for playing!

I watched your video. I really enjoyed the part where you beat the boss and proceeded to T-bag ha ha. Thanks for playing!

It's good you found those. It's my fault for not explicitly stating it, but the central gimmick of the game is the you can run up slopes and walls. The wall next to the bounce goal can be ran up, which brings you to the rest of the stage. I thought the level design led to that, but sadly you are now the second person of two who was confused by that, which is my fault.

Bounce ball. Big fun.

I'll be real with you, I love the GBC Zelda games. This game feels really good with a visually pleasing art style. Great work.

Fun as hell. I loved this game.

I tried it. Game is well made, but my brain is too small to beat nearly any of the puzzles lol

Real fun! I loved playing through it. The player controller is very satisfying.

I played this. It's like if Donkey Kong '94 was played ion Fast Forward. Real neat game.

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I really enjoy playing Shrimp game with other people. It's a very fun StarFox-versus game disguised as a marine biologist's wet dream. Fantastic game.

I played the demo, and I have to say, you really nailed the movement. I really like how Mel controls. I am not a fan of the CHOMP sound effect for collecting the bones, as I feel it's very abrasive. Also, if possible, please make Mel slow down or give some sort of better player feedback when Mel is clawing at he wall (signifying you can do a wall jump).  All in all, though, this is a very solid platformer. I would definitely play a full version of this.

The feeling of speed in this game is really great. The spindash feels off in some way, but it was fun to play around with, going off ramps. I don't much like the camera following you on loops, purely because of visuals, but it absolutely helps you, the creator, create proper and accurate loops and all, so you could definitely do cool level designs with that.

Really great player movement so far!