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Pascal Belisle

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A member registered Nov 07, 2016 · View creator page →

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Nice tribute. I would have made the goomba more flat on top so it doesn't look like a spike that's gonna hurt us. When we are standing next to a pipe, we shouldn't bump our head when we jump. Otherwise it looks nice and the sound fx are really cool.

Great, thanks!

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I'm using 2.1.4 and when I use Patterns -> Save 1K from $C0 (or $80) it scrambles the CHR file when I include it in the game. If I open the CHR file in NEXXT it's ok.

Great, nice to hear!

Nice to hear :) Thanks!

Making good and intuitive game mechanics is an art I have yet to master! Your comment is really helpful. I did put a small explanation in the haunted village, a ghost is telling the player to press START to choose a path, but it should probably be at the beginning. Thanks a lot :)

When you finish a level for the first time, the navigation system automatically appears, letting you choose from the different exits available. You can cancel this navigation by pressing B, this is probably what happened. Just press START to bring back the navigation.

At some point early in the development you could make the navigation appear by hitting an opened exit, but this was annoying when you wanted to replay a level, so I removed this feature. In the full game there will be some 'maze' levels that you must hit the exit to get to the next level, but for the normal levels in the demo you have to press START.

Sorry for the confusion!

Thanks! I hope it will live up to the expectations!

Thanks :)

You're probably right! I generally don't like buzzword either, but I like 'arkanoidvania, I think it describes the game accurately. After all, my game IS a mix between arkanoid and castlevania :)

Yeah there are a lot of fine tuning left to do!

When you use some items, it resets the mana meter. You cannot re-use an item while the meter is refilling. This will avoid tapping B repeatedly, but it seems the refilling speed is too quick! I'll have to balance it out!

It is hard indeed! I might tune it down a bit... but as you progress you get to add extra health up to 8, so it gets slightly easier.

I worked hard on the navigation system so I am really encouraged by your comment.

It's always a challenge to tell the player about the gameplay elements without words! Like that health power up, I gave it a different color but I will think about adding a clue... like at first, the skeletons were dropping balls of energy that were looking alike the health power-up... maybe bring back that. 

So thanks a lot! I'm glad you enjoyed it :) 

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A big thank to everyone who took the time to vote and/or leave a comment. That was really appreciated. It was a really fun experience.

Cheers!

Great. A bit hard to master but fun. Nice job

Everything is great and well executed. Graphics, music, gampeplay. The controls are hard though, and you have to keep hiting space to keep the egg from falling which is a bit frustrating. Otherwise it was a good experience, well polished. Good job.

Really fun! A bit hard because of the floaty physic and controls, but it could be a great little game with a little tweaking. Good job.

Not bad, the idea is nice but poorly executed. The difficulty is too random, and that 4 second music loop is getting old real quick. The game doesn't fit the dino theme. I really tried getting through 10 levels but I couldn't. And the game freezed once, not sure why.

A bit simplistic, but fun. There could have been more obstacles. The music doesn't fit the mood very well, but maybe the  goal  was to make collecting apple an epic adventure?!

Ok thanks!

Does Mapper 28 support MMC3? 

This is great! There are some passionate geeks out there :)

So cool. Now we need a wi-fi enabled NES cart to upload those directly to this site!

Nice. I haven't played the game yet, I prefer to wait my Limited Run limited edition to play on the real NES :) :) Can't wait!

What a great soundtrack!

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The game soundtrack is now available on bandcamp for free!

https://thetoadz.com/album/balloon-boy-soundtrack