These would be fantastic for something like a Zelda II clone.
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I played around with your game. It’s pretty hard, but I get the feeling it’s a game where you need to grind a bit before you can feel powerful. I think the mechanic you are trying to produce is solid. Lemme share some of the immediate feedback I had.
- I’d suggest adding a dry ammo audio clip for when you need to reload else.
- Also, some reload audio clip would be nice to let you know when you’re ready to fire again.
Regarding Power-ups: Are there any other than buying new weapons? Maybe a heal? Eek! I feel like i needed a lifeline or sorts.
Regarding the rooms: They are okay but maybe create a couple variations.
Also, I noticed you cannot collect coins until the room is cleared, seemed a bit odd to me as I was near death and wanted to collect a couple more coins to put towards a new gun.
Regarding the enemies: I felt they moved a bit too fast, maybe this was intentional; however I’d argue the player should feel a bit more in control. Maybe up the enemy count so the hits you take are buy obvious mistakes you made (bumping into a wall or not reloading in time) instead of constantly running away from the enemy and having to kill them quickly.
Hope this was of some value. Nice work!
Thanks for checking it out!
It’s modeled after the old Nintendo Game & Watch handhelds. The goal is to move packages across the belts. But if the package starts to fall it’s damaged goods.
Amazing game, love the world you have created! I can tell you put a lot of hard work into this.
I couldn’t tell if there was a point system or not. Something to collect when killing the enemies, otherwise it feels like they are just obstacles in the way.
Thanks for the feedback. Trying to track down the bug.
So items must be carried over to their adjacent conveyor belt. If they are in the act of falling they will continue to fall through the robots.
I won’t mention the small screen, cause it already has been.
Some aspects of gameplay were good, moving with the keyboard and aiming/shooting with the mouse felt good.
However, some aspects felt a bit frustrating.
- Jumping between gaps (if you aren’t on the ledge you can’t jump, however some games give you a little forgiveness; see Tip 4).
- At one point I got stuck under a platform and couldn’t move. Maybe shrink the collision box of the player a bit.
Just some suggestions.
Very nicely done! Interesting idea of using a weapon to reach platforms out of reach. If there was one enhancement I’d suggest it would be allowing for short side to side movements, but I assume that’s part of the challenge.
Great read! I really enjoyed hearing about your trials of coming up with a visually pleasing, satisfying chess game.
I definitely can relate with my own projects steering in several directions as I prototype and scope the project out. In the end I always tend to have something completely different than my initial idea :p