Sorry for the late reply.
Yeah you nailed Castlevania's feel very closely, that's always good in my book.
I'm now very curious about the movement gimming and how stuff will work around it, sounds really interesting.
Have you tried using "stolen" sprites and animations as placeholders until you get the real assets? It could help you a lot with the stuff that's difficult to code without a visual reference.
Anyway, the project sounds really promising so I think you will find an artist eventually.
Recent community posts
Sorry for the late reply.
A few observations:
- Camera shouldn't move up when the player jumps unless they are too close to the top of the screen.
- Player hitbox could be a little smaller, as you can "stand" on your tail at the edge of platforms with your feet on the air.
- I'm assuming the graphics are placeholders, but colors are a little bright and clash to much.
- In Castlevania the player stops walking when you attack adding a little bit of difficulty since you have to plan your movements better and choose if you are going to attack or move (Again, I'm assuming you are aiming for something similar to those games)
You have a really solid base to make a very good game. I'm already interested on what this will become. Do you have any specific goal or idea in mind? I would love to know. Good job!
Believe me, this game deserves that and much more. Lots of respect to everyone working on it!
Yeah, I suspected you weren't using Z to continue because of that. Don't worry about it, it was a mostly a personal pet peeve, and I planned to play it with a controller later anyway.
Black bars will be a great addition, I found myself fighting against those scaling issues for my game too, and in the end solved it by letting the player choose even resolutions and then stretching that with antialiasing for the full screen mode (so on a 768 monitor the game will actually run at 720p, getting a little stretched) of course some minor blur will be involved, but I find it barely noticeable.
Really nice effect there on the guitar, it totally has some synthy and retro sound that fits perfectly with the game while still sounding like the real thing.
The floating issue I mentioned is probably that Sonic throw then.
And don't worry I think Demo Day is meant to be Debug Day to some degree too. When you have been working on something too much you tend to oversee things but others won't, that's why others feedback is so helpful.
I'm not sure if tumblr has an actual character limit, but I have written pretty long entries there. You can also keep a devlog for each game here on itch, but for a more general, or talking about various projects tumblr is probably a better option.
Again, great job, and I'm glad I can be helpful!
I learned the game from people at school, the rules we used were:
- Each player only can make one short line (the lenght of a square's side) per turn.
- If your line closes one square you mark it as yours.
- If closing that square gives you the chance to make another one by adding only one line you can close it and mark it too.
Made a small gif in case my explanation wasn't clear:
Not too much to say about this one, this game is just amazing and is aiming to become one of my favorites spaceship shooters.
My only observations about it are:
- Pressing esc to continue feels weird, probably makes sense when using a controller (pause button I assume) but for a keyboard layout I would use Z or X like the rest of the menus do.
- Full screen mode (on a 1366x768 screen) isn't pixel perfect, is a shame because the beautiful art gets distorted (specially noticeable on the dithering)
Again, I have no words to say how much I love this game. Great job!
As khryse said, beside the nice looking graphics you need to find a hook for this game. I think focusing it on exploration and stealth could be a great approach.
I like how you introduce and tell the story, in a way that doesn't pause the game but isn't distracting from it either.
I'm not a big fan of the combat system at the moment, it felt like clicking randomly on enemies to me.
I'm interested on seeing how this grows and improves. Good job!
BONUS: a gif of me watching AI poncho stuck in a tree.
Impressive as always. Stone Boss fight is really fun and challenging. Love how smooth the player's animations are but sometimes stuff like turning around, jumping and crouching can feel a little "laggy" because of it, increasing the speed of those animations a little could fix it, unless it's inteded to be that way.
Had the same issues others had with the small spikes coming out of the ground, but the fight still felt fair to me.
Great art on the difficulty settings too. I'm afraid I'll miss all the funny placeholders once you replace them.
I totally forgot this wasn't real M.U.G.E.N. while playing. I'll never stop being impressed by people doing stuff like this for consoles. Only issue I found was characters getting stuck at the stage's left corner for a brief moment, mostly while jumping, but nothing game breaking they just feel floaty for a couple of seconds.
Is a shame web version freezes so much, because in my opinion a "Browser M.U.G.E.N." is also mind blowing.
I'm not sure if you have a devlog, but if you don't you should make one, I would like to know more about the limitations you have to work while doing this in a less technical way than the one explained on the forums you have linked on the game's page. Good Job!
Great additions on this one, I think I said it before but I love the new sword swinging animation, it really makes the sword feel heavy. The item and skill system is really nice, but having everything look like swords is a little bit confusing. I assume those are placeholders, though.
I think blood should be a little darker, it looks to pink to me and blends too much with the reddish backgrounds, like the one at the tutorial.
I really like how much this grows on each Demo Day. Good job!
Pretty fun to play. Player movement feels a little slow to me. I think I bugged the first boss twice, but I'm not sure... is difficult to know with this kind of games. He got stuck on the ground during his first form and couldn't move at all making him an easy kill. He killed me on his second form and when the intro cutscene started playing again I unconciously pressed enter to skip it and seems I skipped the whole fight becase it went to a really buggy screen with him complaining about being killed. Again not sure if any of that was intended or not. As khryse said, if you tone down the intentional bad stuff a little bit you would have an excelent and really fun game
Really nice looking and feeling game. Jump feels a little odd, but you get used to it after a while
Is the sword made of magic? If its not it would be nice to add it to the character's sprites when she is not using it.
You also need a transition animation between the standing and running ones, because the change is too sudden, specially noticeable when you hit a wall and she keeps runing a little before going to standing straight. I don't think having "the sign reads" on every sign on the tutorial is necessary, as it slows you down when reading them. Hope to see more progress on this game, looking really interesting so far. Good job!
Is really nice how you can control everything from the mouse now.
Still loving the inventory and fight mechanics.
It would be nice if you could increase the walking speed on the map by pressing a button or having an special item, like some old rpgs used to do, since the areas are bigger now.
Art is starting to look somewhat incosistent to me, with some things looking more detailed while others remain very simple and minimalistic. Hope to see more progress on this project soon. Good Job!
Simple, and fun, with very polished graphics like all your works and amazing work by the composers.
Arkbrik nailed pretty much all the feedback you need. I would also add some sort of arrow or other indicator that shows you where the stone will land when you are about to throw it (think about the white dots on Angry Birds) would be really helpful too. And a small animation showing a close up of Little Red Hiding Hood trowing the stone the first time you do it would look great.
Great improvement here.
Controls feel way better in this demo, and difficulty has been balanced nicely for a first enemy. I think what this game needs right now is something that makes it feel unique so people won't see it as a Punch out! clone with animals. Good job!
You got the metroidvania feel perfectly. Graphics are cute, and animations look nice and smooth.
- Sometimes the ranged attack gets bugged and doesn't shoot at all, but a couple of seconds after all the shots appear together like they had lag.
- After a Game Over screen level's music never plays again.
- Boss needs some kind of health bar to see how much you have damaged it.
Enjoyed it a lot and can't wait for the next demo. Good job!
I'm not sure if this is a test for new mechanics on Tender Arms or something totally different, but is quite interesting and fun tu play. I like the sleeping enemies idea and I think it could work great if mixed with dungeon crawling mechanics. Didn't find the tutorials on the sides too helpful but it wasn't difficult to figure things out by myself either. I think the the sword cutting animation should be a little bit flashier, it looks boring compared with the one used when you killed stuff by pushing it against the walls. Good Job!
It reminds me a lot of Contra: Hardcorps wich says a lot of good things about your game. I think having checkpoints at least on the easy difficulty wouldn't hurt too much. Gameplay is excellent and the graphics are nice but also have room for improvement. I'm already waiting for the next demo! Great Job!
Really simple but fun game.
I was surprised that it uses a different set of rules than the one I used to play at school. Adding different sets of rules could be an interesting way to make the game bigger and increase replayability.
Having an AI and netplay on this is an amazing idea, as this is the kind of game that sometimes you want to play but can't if you are alone. Great Job!
Just played it a couple of times. Beautiful art, beautiful music, simple but fun gameplay. I can tell I will be replaying this a lot.
- Monsters could drop more gold if you kill them without receiving any damage.
- Monsters shouldn't drop hearts if you are at full HP.
- Weapon set resets back to set 1 when you arrive a new floor.
- Options reset after the Game Over screen (biggest issue to me).
- Game over screen could show how far you got.
Anyway, really beautiful and fun game, I hope to see more of your work in the future.
Great improvements on v0.06. Collisions work perfectly now and moving platforms are not impossible to get through anymore. A different set of tiles for them would help realizing you need to move on top of them when they do at first sight. Maybe making them Ice looking (so it makes sense they are slippery), while making the rest of the level stone looking could work pretty well.
Only thing I could add: Is difficult to see if you are damaging your enemies or not when you hit them, but I'm not sure if it is inteded that way or not. To me it feels like you aren't damaging them after attacking them for a while until you do something else (like moving or jumping) before attacking them again, Adding a small knock back to them when you hit them could prevent this, and also prevent them stacking on top of each other when a lot of them spawn together.
I like the ambient and the dino sprites a lot. Can't wait to see how the 2nd level will play with the 3D gimmick.
Short and simple, but pretty fun. Really good news to know you'll keep working on it. I believe with a little bit of strategy on it, you will have gold in your hands.
42 humans crushed so far.
Some stuff that could use some work in my opinion:
- Small clues about where to go. Not exactly something too obvious like arrows, but something subtler would work great.
- Destructible walls should be different than normal walls, again a subtle difference.
- Hitboxes on the terrain are a little off sometimes, you can jump through some rocks.
- Player gets too much momentum and feels slippery. It can make some jumps tricky.
With clever level design that forces you use the throw mechanics in a strategic way this will be a great game.
Really fun and promising. You nailed perfectly how NES Castlevanias.feel.
So far the only issue I found was that sometimes enemies can knock you back through the walls, and out of the level, forcing you to restart the game. Happened to me 3 times at the boss battle, and once in the room with lots of bats.
As you can imagine already, I'm loving this game and hope to see more progress on it. Great job!
You can tell it's a very early demo, so there isn't too much to say. Really well executed options, graphics need some polishing, but I see a lot of potential. Plus being an actual Genesis game makes it even more impressive in my opinion. Hope to see more progress soon.
- I would give the player more HP at the start, and maybe make him move a little bit faster, and gradually increase the difficulty level.
- Something indicating the weapon you are using at the moment and if you are or not in god mode would be a good addition to the UI.
Finally, not related to the game, but the readme file was amusing too.
Hope to see more progress on this game soon.
- Side walking without moving the camera could work very well (Think about Wolfenstein)
- Sometimes you can kill zombies without having your mouse over them
- Lamp besides the bed can be shot, it makes the breaking noise, but it doesn't break.
- Light of that same lamp goes throught the wall sometimes and the bookcase on the other side lights up.
- Is easy to clic outside of the game if you play on windowed mode. Mouse should be restricted inside the game until you pause it.
- Couldn't take the paper from the bookcase either.
Really fun, and polished, to the point it has a huge professional feel to it.
Reminds me a lot of Contra and that says a lot of good stuff about it.
Sewer level/boss battle, felt a little long/repetitive at some point, a small wave/enemy counter would work well for that.
Amazing work on this.
Not too much to say. Great and fun as always. Big improvements on the boss, it doesn't feel unfair anymore. Can't wait to have more elaborate levels with enemies and more bosses on this!
Control rebinding worked fine for me.
Is really nice to see how much this has improved, and how it has grown to become something really fun.
Only issue I found was that somehow I managed to get throught a door on my first run, but couldn't replicate it later.
Hope to see more of this game soon. Good job!
Again, this keeps being really fun and addictive, but I'm starting to hate the Cocodrilians. Only issue I could find was that It took me a while to figure out how to open the Character/Spell Screen. Having Ester explain it to you when she joins the party could be helpful.
Hope to see more progress on this soon.
I agree with Arkbrik on some details:
- Sometimes is difficult to figure out where to click, maybe adding an animated border to the buttons could help.
- Inconsistency on the controls. Even if it says what to do on the screen, always having to figure out what to do ruins the immersion to some degree. Having everything use the same control scheme (arrow keys, or mouse clicks) would make it way more intuitive.
- More interactive scenarios,would make a big improvement.
- Storyline feels to random and sometimes it can get repetitive, but I believe that's something you are already working on.
Can't wait to see how this game grows, it has a lot of potential to become something more than amazing.
Lots of interesting new stuff.
- Red Knight was a really fun fight.
- The new weapon system was good too. Took me a while to figure out how to use Dyrnwyn though.
- Was the Berserk mode removed in this demo?
- One of the spiders seems to get stuck at the room entrance for a while. Not sure if it was supposed to do that or not.
- I miss being able to break the lamps or going inside the houses on the village. You know, people love breaking stuff in games. It could be another interesting addition to the secrets rooms, finding them by breaking walls or items that block the entrance.
- The green coat is another small but great detail. I can see cosmetic things like that (or the AggyDagger in older demos) becoming collectables in the future.
Again, not too much to say, I just love this game a lot. Great job, as always.
I liked the new twist you gave to Kirby's gameplay. And loved then hand drawin style of the graphics.
A couple of suggestions:
The stars should show you how far away from the enemies you have to be to absorb them.
Sometimes I accidentally clicked outside the game, It would be great if the game paused itself when that happens.
Had a lot of fun playing it. Good Job.
As I said before, I'm really happy to see how much this game has grown since DD9. It has become a really fun platformer, with very cute graphics and nicely done animations.
Found two interesting bugs. First one: seems MC's hitbox/mask is way bigger than what it should be. If you move carefully and slowly on top a platform you can get her standing on the air besides it.
Second one: I mentioned it before to you, and Hemmingfish found it too, the one where the camera goes back to the checkpoint but you never reappear there. I think I found out how to do it. As the camera moves towards the checkpoint.press any of the directional arrows or jump button and you'll trigger it.
Again, great job and amazing improvements. Hope to see more.