Really like it, i’ve made a gameplay of the version 0.3 !
ROBOWARRIOR
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It’s very good that you continue this project, this one have potentiel and really appreciated to play the first version. Continue this good work ! Some remark:
- The model can be in random places (3 or 4) to make each gamepart different.
- It maybe more immersive if you introduce stationned cars, and other character (walking or not).
- The new voice need to be rework, honestly i’m not fan i prefer the first.
Hey that’s good job ! I like the character graphics and animation, like the grass, and monsters but i think the trees is in a different style and not good for this game. The battle system is simple and satisfiyng like a zelda-like ! unfortunally this is pretty unfinished, and the dialogs system not fit the 64px resolution it’s shame. I will appreciated if you continue to dev that game !
The game is short, but that’s a simple but good FPS, there was places to be hide and cover ennemy shoots. That’s a technical demo and it”s good i’m just not sure about the resolution about the gamejam, because of the indication on the bottom on the screen by example. Otherwise i took a good time with this !
Very impressive, that’s remind me diablo (for the goblin) and arena (for the view and the goblin XD). Unfortunally, after few battles i have my mouse cursor on the left side of the screen (on the HTML5 version) and i can’t rotate the view correctly, and one the goblin i was killed, stayed stand after his death animation.
Very good tactical game in only 64 pixel. I like the variety of action, the interface is very intuitive and easy to understand. The sound design is pleasant, but lacks of music.
My only complain is about the big black monster(on the start), to kill him i have only one combinaison of dice (3,5) to deal it damage and it’s very random. Maybe if we can move than one block in function of dice power (movement=dice number/2 for example) that can be more interesting to evade him.
For the resolution change the windows size are not the solution, it depends of your game engine renderer in unity your can change the render resolution easily, for nes the resolution is 256x224, so your sprite and graphics need to respect this maxsize (and sprite may be normally 8x8 pixels but you can cheat it’s not real nes game). And there is colopalette too… honestly with the graphics of your game, that remind me more computer game of this era, but than can work with low resolution. On old system generally transparency is not working, the graphics use dithering to made it or sprite flashing.
Remember to keep the same resolution for all graphics element, the life indicator is different for the rest of the game. Music/sound is good and make the job. Difficulty….not very difficult but too much ennemy, ennemy spawning alert !!!!! You need to repair things, i kill the ennemy in the are, try to repair, ennemy spawning on me !!! battle, try to repair.. ennemy spawning….well you need to equilibrate that.
I like the aesthetics, i’ve really this impression of being lost in the “backrooms/poolrooms”, like Speedbump5 say i’ve the same difficulty to understand to restore adrenaline, but after reading his comment it’s more clear. I’m not a big fan of the ghost “screamer”, it’s funny one time but after few session it’s bad and not really terrific. In horror i think “screamer” is bad, delete the sprite of the ghost, keep the vision alterate when he is near, and it’s better, because people are afraid that he don’t see and don’t understand.