Seems pretty neat, I'll have to give it a play when I get a chance, added to collection for now.
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I really liked the player and cat sprites, I was a little sad each level wasn't just its own unique "go to location and solve problem with gun / talking" given how interesting the premise is but the continuing story was pretty fun as well. The way the levels are laid out is pretty visually interesting as well, save for the 4th one I think which was the ship interior, though I have no idea if I just played it incorrectly.
Good luck on future endeavors!
I originally came for the interesting name and cover images for the game, but stayed because I couldnt figure out where the gameplay was. I noticed in the screenshots there was a lot going on, so I was confused and tried again.
IMPORTANT FOR ANYONE LOOKING TO PLAY THIS: YOU MUST BUY THE LIFE / O2 UPGRADES THAT POP UP AT HE BOTTOM OF THE SCREEN.
Planet Nart is a fun, chill somewhat planet defense somewhat idle game. After a few minutes of playing Nart is not really required for gameplay anymore and you can just let go of a and d entirely and let your "life" kill the rest of the invaders. I really liked this developers other work as well, and they seem really dedicated to bullet hell stuff so this was an interesting idea. If you gave more gameplay options, like different upgrades and stuff, this could be a really fun idle / mobile game.
Heres to future projects. ^^
I really liked this game, short and sweet with nice music and general art direction. I like that it sort of takes an educational approach. The jumping didn't feel too strange outside of a section in the bouncing mushroom area with the flying ants. It seemed like it was well playtest, and I like that you can finish the game without getting all of the leaves. Good luck with future endeavors!
Yeah I never quite figured out how to implement air control in a way that didn't completely hinder gameplay, or make it trivial. Issues with GB Studio state system stuff really. I wasn't really able to add much functionality since I had to several times over, re impliment the character art and animations due to errors. If I had hand written the game in asm, it probably would have been better, if I was capable of doing such a thing. The attack also doesn't work because I expressly said because enemies aren't coded to react to it. Thats because I had to hand program every behavior enemies do, for each different kind of attack. And their behaviors on hit, line by line. Time consuming.
The character appears on your back because, there is no game. I was just trying to show the prototype for the upgraded character. Also it reads right to left because I like manga, and the game is inspired by anime and manga, like Nausicaa and the Valley of the Wind. The freezing is an issue with GB studio. Its not actually frozen, just requires an input, so yeah, not very intuitive. Full frame wasn't possible basically for the timespan of the jam and honestly not worth the effort in general for the engine.
Also yeah, enemies are just thrown in because I wanted to show that I actually made stuff. Theres a lot of artwork not shown in this version, whole areas, designed levels, etc, like I mentioned in the bio, but unfortunately it was impossible to implement since it took me 3 weeks to get the character working. Just not enough time basically, and too much effort into the no brainer stuff that should have taken me a week to make.
Thanks for reviewing the game!
I dunno, I played it to the very end, and wasn't offended by my experience really. I was able to figure out the mechanics and puzzles after 1 - 2 tries, so I wasn't particularly lost either. And no, thats not what I was referring to. I meant, literally the intro to the escape sequence, the level design felt very metroid-y. I liked it, finally, a hallway that doesnt just lead to a massive antechamber. I'm really just not a fan of exploring huge rooms with platforms. And thats just a very me opinion lol, which I can accept. The ending platforming sequence with the boosting + gun shot ability was actually pretty hard compared to the rest of the game, same with the "boss" before I figured out where to stand so I didn't knock myself off the platform, but I don't think that has much to do with game design, just my skill. I'm not really a fan of modern triple a design, since it seemingly sucks the fun out of most things. I felt like the portal-ish references were a bit too much in term of story / setting, but thats just kind of my opinion. I'm just kind of critical. Its one of the more polished games submitted to the jam, that I've had the experience of playing at the very least.
I wasn't a huge fan of the mixels, and some of the platforming sections while using the mechanics well felt a little strange. Otherwise, pretty solid and I never felt lost. I think the "escape" sequence's level design was much better than beginning of the game, at the very least more traditional. The story was definitely an interesting touch. Gopd luck on future projects.
The title for this game was literally called "JoustDX" during the prototyping stage, and is a love letter to the game and other nes action platformers like Castlevania 1 / 3. The issue with "purposefully" having terrible controls is that it becomes more of a net negative than a positive. When I finish the game in the new engine, I will consider making a "Painful Reality" setting to turn on slidey physics.
Haha thanks I appreciate it! For now I'm transitioning to learning godot so I can polish the game, and make it widely accessible, but a gbc / nes version is still a dream goal for me. I may tinker with gb studio on the side but I really want to learn a different way of making games for the gbc at this point due to issues with scripting.
The game is completed and that is a testament. A few enemies with simple, easy to understand patterns which is good to familiarize the player with the game. The lack of exploration leaves a bit to be desired, and I would have loved reskinned enemies / tiles or something to spice up different areas, but the game is clear in its approach. The major gripe I have is the boss having too much health. It isn't extremely difficult, however janky hitboxes and huge healthbar make it a chore to kill, as I tried for 10 - 20 minutes straight basically and have been unable to kill it. I would say this boss is on the same tier of difficulty as some of the older nes games. The music was also pretty neat.
Otherwise, goodwork!
I believe if it's just a conceptual level, like a character controller, its fine. I think the jam rules just state, do not blatantly copy paste / reuse assets / code with the intention of posting an already finished product, as the jam offers asset packs for purchase to use with the jam. I think its more so to retain artistic integrity than to gatekeep those with real lives.