As of now, nope! I just could never imagine the diagonal swipe working with a keyboard, so swiping it was. I suppose it does take a lil getting used to...
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Here's mine :) It's a puzzle game where the tile you're on affects your movement, and you've gotta hop around without getting cornered. Check it out if you want ;)
a little needlessly punishing, but satisfying once you figure it out. Tho maybe some lives or an extra hit or two would be nice as rewards for doing well (Unless those are already in the game, I never could get too far!)
A little hard to figure out if you've never heard of the concept before, and I don't think they allow repeats of the tutorial, so I was uh kinda needlessly lost for awhile. But after figuring it out - it'sa pretty cute lil logic game :)
Tho situations where the AI wins in one round feel unnecessary. As since we're fighting a computer anyway, there's no point in letting them win without a chance from the player; the round might as well have not happened.
The opening would also be nice if it was skippable but iiiii'm not gonna rattle off every little thing I didn't like - it was solid ;):):)
I just uploaded my own little variant on a game of Poker! I think it came out pretty neat, so give me some energy and check it out if you are willing :)
You can click on the pic below to open the game. It is FREE
It'd be something fairly simplistic and minor, but I need just about 10 or so sound effects for a cute little card game I'm working on. Does that sound like something you'd be into? Pretty small scope; just a simple mini-game that needs some satisfying sounds.
Yal already know how great this is, so I'll just go and list the few things I wasn't super keen about as a self-proclaimed tank control horror game god:
I feel as if you and the enemies seemingly not being able to interact on stairs limits some of the fear factor and combat potential, buuuut I totally get it; RE didn't nail allowing everyone to freely move on stairs until RE3, I believe? Even so... it'd be nice...
You already went and added a 180 quickturn which is GREAT; I was just about to complain about that. I can't imagine playing the whole game without one like it's og RE1 or something. Now just add a shortcut button for the map and we perfect :)
Uhhh OH having to examine the pieces of scenery that had healing items tied to them twice was kinda weird; I didn't immediately realize there was an item to pick up until I left the room and later came back.
That's about it! Everything else was everything I'd ever wanted? I loved it.
Prototype indeed! Not much to go off here with such a short length, but I'll try! Music and graphics are great; no question. I like the red.
It's a little to easy to get stuck in the walls with the way your character slides forward when you release a direction. I like the feel of the slide, but you gotta touch up those collisions so they won't move your guy forward if there's a wall or something in front of you. Other things uh - those disappearing blocks don't actually allow you to fall through em, the spikes don't affect you at all; yadayda... I'm sure you're aware of all these things. Touch it all up and you could prob get a cute little platformer goin.
I totally have always felt one of my weakest aspects of design is in conveying how people are actually supposed to go about understanding my games, so it was definitely nice to finally hear someone blatantly tell me that I'm bad at articulating tutorials and the like!
Another big regret of this game already is really neglecting some of that Gameboy-ness like you mentioned. Guess I was in such a rush to just get it done over the weekend I let that stuff slip by...
Thanks for the feedback, friend! I def gotta step it up next time.
Here I was thinking "Oh how quaint! Another Buster Bros clone for the world." But the moment I realized you could walk on walls I was all ":O holy moly this is brilliant..." Have other Buster Bros clones done that? I didn't read the description so it RLY SURPRISED ME. I think it's brilliant, and not too shabby a clone either. Altho I do take some issue with the rope hitbox not being as generous as I'd like.
For example, the final ball in one level got stuck at one of the ends and could only bounce up and down in place. Because the player character couldn't get close enough to the wall without changing angles and walking on it I couldn't get a good shot at it because as close as I was to the wall, the rope couldn't hit it. I could have probably done some matrix stunt and shot it with a horizontal line from one of the opposite walls all frame-perfect like but come on man.
The time bonus at the end of rounds would also be better off with a speed boost I feel; lil too much time is spent waiting for that number to go down. I guess it could be a nice breather after a potentially grueling level, but maybe just a little faster would be nice...
Perfect and uniform like the boxes you push in this video game...
For the kind of game it is I can't think of many complaints aside from a few aesthetical nitpicks like the lack of movement animations for the boxes and player but bah who cares - good stuff! I loved the change color option, though the option probably would have been better off if it was usuable outside of the only the title. Maybe after every level it could have changed, or it could have had its own dedicated button for funsies.
Nice variety of levels too; a few of them had me decently stumped! And it was refreshing to sometimes have an easy one after dealing with a few tough ones in a row. I liked it a lot.
Does the game just end in the second room? I encountered an invisible wall or something and couldn't progress further...
Abrupt endings aside uh yeah nice little tech demo! The art was def the highlight because everything looked and sounded pretty great and definitely Gameboy appropriate. Tho I wiSH the player character mech-guy had some kind of jumping animation. Gotta have a jumping sprite, dude!!! I feel nothing without one!
You're probably definitely already aware of this, but enemy variety is a must; just being able to hold right and nobrain destroy everything is a no-go to satisfying gameplay. The fundamentals of moving and shooting felt pretty decent though. Polish it up with that full version and you're good!
Graphics and music were ON POINT. Really captures that Gameboy aesthetic. There's a good post on this below, but WOW great use of the camera with the clever panning and all that; everything was very nicely telegraphed.
Only real prob was this one moment in the third room where I think I got soft locked and had to reset after obtaining a key -> dying -> and then using that key on an early door. But because it turned out to be an optional door, I couldn't progress out of the level because there was only one key in that room. Unless I'm mistaken??? Was there an extra key hidden somewhere in there? It was kind of hard to backtrack there anyway because at one point you cross a staircase, and seemingly you can't walk back through a staircase if it's on the ground because your character will instead climb up it? I hope I'm wrong about that...
Besides alllll that... SOLID stuff.
Dang giving me Ghostbusters NES vibes with that ending grammar
Jk. not srs. doesn't matter. Otherwise cute little jumpy game; bopping on dudes felt pretty good and the projectile piercing through stuff was neato. Could the snakes only be killed with the projectile? If you ran out before encountering one, what would you do? Just have to reset? That doesn't sound rad...
Uhh some other gripes... There were only like - two sound effects? I wouldn't complain with there being a low variety, it just seems inconsistent at that point. Though the two that were there were pretty satisfying sounding.
I did not expect a FINAL BOSS; as simple as it was I was a lil shook, decently commendable
That's all I got :)
With one of the rules being:
- Use the same control scheme as the GameBoy.
Does that definitely exclude the inclusion of a cursor in any way? I assume so but just to be sure... I do enjoy me some pointer control
The stiffy-ness mostly just stemmed from the attack animations, really. Like basic movement and rolling I was pretty okay with. Now that I replay it though - I think Emil has the same amount of end lag after his sword swings I could also do with less of. Also that screen shake when he attacks in general ahhh not too big a fan? Obviously you need some of this stuff; the end lag and the shakyness to make attacks feel a certain way, I just think maybe they could be slightly lessened?
Hmm some other random tangents... I had some problems swapping lenses when using my 360 controller's analog stick; presumably because it was accepting extra inputs or something when I moved the stick a direction and it just kept rolling over my desired lens. I was able to avoid this by either making reaaaally delicate stick inputs, or by just using the DPad for lens swappings. Something could prob be done about that. ALTHO I just now realized this issue seemingly doesn't exist if you play the game on Fastest with the lower framerate; so the FPS being increased on higher settings seems to be the prob
Also... really petty but... Boktai 2 had a sort button for its item menus... I long for it so much here... My item menus got so dirty and disorganized. Is there one and I just didn't notice it?
I thought the characters felt a little stiff; like the end lag preventing movement on shooting Annie's gun especially was a little much for me, and seeing as how you can cancel any lag by lock on spamming or by just rolling away anyway I don't see a reason for its existence...
UH BUT OTHERWISE - BRILLIANT??? I LOVED this. Anything Boktai brings joy to my heart and it helps that this was a pretty quality experience. I for some reason didn't expect to really care for the new cast, but any interaction between Annie and Emil was immediately made entertaining and had me smiling for miles. I love them.
AND DUDE when at the very end in the train car - even as basic as it was - A BOKTAI BLOCK PUSHING PUZZLE appeared before me I freaked. Boktai2 was KING on those, and yal better not sleep on the block puzzles! I need them!!!
I fell into the floor and got stuck once, and the music stopped playing at one point, but I feel yal know you are doing and everything will get polished up as we go on. Good stuff!!!
I thought it was pretty perfect for a kind of small-scale test dungeon. Only real gripe is that yeah - it ends juuuust when the puzzles were really starting to get good. The early ones you just kind of no-brain threw the orb around until things fell into place, but as it went on you had to think a little more about the order in which you warped with things; it was a really solid progression of difficulty, I'd say. The prospect of a room becoming unwinnable if you perhaps wasted all the warp points sounds a little tacky, but I suppose there isn't too much you can do about that. And yeah the player can just leave and come back in.
Also sounded pretty decent and looked great; I love the kind of satisfying gradual camera movement you have going on (those screen transitions are niiiice). KEEP IT UP!
oof prob gonna sound a lil negative here but uh here's what I noticed:
That harsh camera shift whenever you took a step was kind of painful to look at. Might wanna have a smoother camera next time to make movement feel a lil better.
And uhh yeah I got stuck in the walls a few times for just moving around; bless the restart button though. "did the cat hide in a wall?" yes I did rofl. I am glad there's at least a joke acknowledgement.
But uh wow! Decent field of vision effect. That's something I've always wanted to get around to making. Overall, I give this game a "purr-ty okay".
Oh damn. That was really short. I was kind of expecting it to turn into a kind of endless runner game after the tutorial, but that was it. Lil too easy for me idk
Nonetheless! Pretty good lil video game. Looks hella good and sounds cool too. Though uh - really petty criticism: being able to spam the movement sound effect if you try going up or down again when you're already at the edge of the sidewalk was really tacky and bothered me a bit rofl
oh in the actual page description you mention this is basically a prototype. yeah cool I can see a full game version of this being pretty rad
Not tooooo keen on just being able to die instantly if you happen to unknowingly shift on top of a monster. And in general the game just seems a little too much about the raw memorization of all the layouts and enemy placements. I died soooo many times in that dang sewer level... In fact that's unfortunately where my playthrough ended, as I got stuck in a wall I couldn't shift out of and couldn't really progress...
ALTHOUGH it at least looks and sounds pretty good. The color palettes and aesthetic always looked great. So I guess I would say good effort? It's fine.
This game was a mood. I wish maybe there were a few more adventure game item puzzles like that bit with the book, but for what it was I dug it. I think I realized I was having a good time during that bit with the trendy game not functioning as an actual mini game. Blatant Link's Awakening references also get it some points <3
Man. I was going to just give up on this one because the drain on that boss's health was just so slow it almost killed my drive to keep going if I died. tHAT iS until I learned you can just... hold space? And trivialize the whole game??? Oof...
Looks and sounds decent enough, and props for making something at all but uhhh yeah that gameplay tho...
Yeah something like a hunger meter was somethin I was thinking this needed too. Letting some of the food drop just isn't as impactful as it should be. Otherwise I thought this was really well done. The animations and sounds and the like were all super satisfying, and I loved that font. Good stuff!!!
I'm a little lost on the true meaning of the theme. What - do you have to make a game that looks like something you'd see on a Windows platform? Like those old Solitaire or Minesweeper versions on Windows in the 90s or somethin?