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Spudnik Games

9
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A member registered Jan 22, 2023

Recent community posts

Honestly really fun. I will agree with a previous comment, the controls felt weird. Having jump on W and something else on space felt strange to me and often times my mind would instinctively direct me to press space to jump.

Aside from that everything was well explained and for the most part there were no bugs with the exception of one incredibly annoying one.

I found that interacting with objects, for whatever reason if you didn't release the interact key fast enough after the initial interaction it would re-start the dialogue. So saving and interacting with the power-up totems became annoying as they would constantly re-open the dialogues over and over as I pixel by pixel inched away from them.

Aside from that quite a bit of fun for a game jam type game!

Quite a bit of fun and a lot of potential to be amazing! The CRT filter is actually really well done too!

My biggest complaint is the lack of jump buffering making jumping feel a bit frustrating at times. I really hope this project continues to progress.

As mentioned in another comment, i had no idea the game had started when it began. I also had no indication of what to do from the game itself, it wasn't until I started blindly clicking around I realized "Oh, this is an auto clicker!"

I think a big reason I did not realize this is because, inside the notebook, it was not obvious that the pages themselves can be turned by the folded edges. I was under the assumption that the tabs were the only clickable parts. Perhaps putting an Arrow up at the dog eared pages would make it more immediately obvious to a player going in blind that there is more to read.

I also noticed that lowering the SFX does not affect the SFX for the Notebook.

Overall adorable clicker game. Artwork is easily the highlight here as the characters are absolutely adorable.

I am honestly surprised no one has commented on this demo yet.

I think it has a lot of potential. Several areas in this demo though feel... rough, and do not match up at all with the trailer. One thing I noticed is that the jump feels very short and floaty and the gravity on the Wall Climbing is a little high as well and makes it feel really rough.

The video on this page however looks entirely different so I am not sure if this demo is just a much older version or not. However, other aspects feel insanely polished and I have a lot of hope for this project! I look forward to the next build.

Likewise and I 100% know what you are talking about haha. Thank you for your friendly dialogue on all this :)

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Oh goodness no! I didn't read it as an attack, more so I was meaning to counter argue your points not attack you in any way!!! Sorry as well if my counter argument came off as rude/hostile as that was not the intention at all haha.

I mean, a challenge is good and all but aside from wall jumping the ladder there is no way to climb to the top without getting hit by the electrical balls in Extreme (don't remember if its an issue in normal or not) just because of how rapid they are. Its quite literally impossible due to the time it takes for the climbing animation at the top to finish. That's not a challenge, that's just cheap.

Same goes for Spark Mandril's ground pound lightning attack which has 0 windup and happens instantaneously where as literally every single other move of his has at least some kind of telegraph to react to. Everything else, sure, that's fine, but those two points come off as cheap hits as opposed to challenge.

You are most welcome and thank you for all the hard work on this amazing fan game! Can't wait to play 0.2!!!

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The game is exceptionally well done, the characters (both X and Zero) feel great to use and are very snappy and responsive.

However, I do have to agree with others in that a lot of things in the Spark Mandril stage feel overly punishing, including one of Spark Mandrill's attacks.

Enemies and projectiles just move way too fast in the stage to the point that I have to wonder if, on expert, it's even possible in the first section of the stage to climb the ladder without getting hit by the ground electricity. The delay in getting to the top and playing the end of the ladder animation until you regain control of your character makes it feel like it is quite literally impossible to not get hit there.

Hotarion and Turn Cannon Projectiles specifically. I know in the original MMX Hotarion were also pretty good at getting surprise/fast hits in but they feel just a tiny bit overtuned and same goes with the Turn Cannon Projectiles speed. Aside from that the enemy placement and layout feels great and all the other enemies feel pretty fairly balanced all things considered.

Spark Mandrill as a fight is absolutely AMAZING, all of his attacks have great telegraphs that give plenty of time to dodge... except one. The lack of any warning, any wind up, for striking the ground with electricity sucks. More so on Zero but even with X it really sucks. Every other move it feels like its my own fault if I get hit but that one more feels like a cheap shot every time. Maybe adding even a short windup animation where he lifts up his fist before slamming the ground would make it seem much more fair.

The last negative I can think of in this beautiful and finely crafted game is the leg parts. Specifically the fact that I feel like I am weakening X by getting them to a degree. Baseline X has his Airdash and Hover in this game, which is kinda cool to see. However if you decide to get the leg capsule, which by the way has a VERY cool mechanic for defensive/quick reaction play, you lose the air hover which... really feels bad. I feel like losing abilities by getting an upgrade in general feels bad. It puts me, as a player, in a hard position of "Should I or should I not"

Using the Debug Menu to get the full armor set is also very cool! I love the way this game, and other fan games, are handling the Hadouken and the First Armor Charged Shot is so well done in this game!!! Visually impressive and feels great to use. The special Jump feels a bit too dangerous to use without giving any iFrames post usage but aside from that the armor feels great even if its not intended for access at the moment haha.

It's also frustrating that settings, such as controls and screen size, reset every time the game is closed. I tried both versions of 0.1 but neither seem to remember any settings after closing.

All in all, and I know this post focused on the negatives but honestly this is one of the most hype Mega Man X fangames in my book. The choice in art style, the tight controls, the dialogue, everything has been superb and exceptionally polished and an absolute treat to play.

I know version 0.2 is coming out soon, who knows maybe what complaints I had are already changed, and I can not wait to play it! This fangame is a MUST PLAY in my books!