Shit, I remember playing this a long time ago when I first checked out AGDG and gamedev in general. Back then I was a little annoyed at the level design, mostly because I didn't know where to go half the time, but the combat was enjoyable and the story was just compelling enough to stick around and check out all your demos.
Of course I know this demo isn't how the final game will end up (arena style), but cutting out the levels and just having pure combat was really fun! I had to force myself to stop playing after ripping and tearing through enemies with Frank. The neon lights of the projectiles kinda clashes with the rest of the game, and some enemies would get caught in the corner behind the portal, but other than that there's not much to gripe about.
I'm sure the levels will be a bit better now that you have some more experience, so I can't wait to see what you'll cook up in the new engine! Keep it up, mate!
It's not the most polished thing but I find it quite fun, the variety in the characters is pretty interesting, still needs some balance tho, like Frank that is too damn slow or how only the first shots from Arcana come with those extra bullets that enlarge the range but after that she only shoots one blue ball, also skeletons with shields are really hard to kill. Also at times I feel that the enemies are too small to shot at them correctly, have you thought about making the sprites bigger or reducing the space that the window show making them bigger in the process? I think it would help a lot.
The REAL Marmo is back. AND in Unity. Still have a long way to go but it's good to know that this game is back on it's feet again. Looking forward to more updates in the future.
This plays a lot like your typical newgrounds game, and not in a good way. There's very little variety to it and everything feels samey and limp. The art is deviant art-tier, and by the looks of it your trying to carry your game off the back of generic waifubait. Put the gameplay before art or sound or anything else, and come back when that's up to snuff.
Comments
Shit, I remember playing this a long time ago when I first checked out AGDG and gamedev in general. Back then I was a little annoyed at the level design, mostly because I didn't know where to go half the time, but the combat was enjoyable and the story was just compelling enough to stick around and check out all your demos.
Of course I know this demo isn't how the final game will end up (arena style), but cutting out the levels and just having pure combat was really fun! I had to force myself to stop playing after ripping and tearing through enemies with Frank. The neon lights of the projectiles kinda clashes with the rest of the game, and some enemies would get caught in the corner behind the portal, but other than that there's not much to gripe about.
I'm sure the levels will be a bit better now that you have some more experience, so I can't wait to see what you'll cook up in the new engine! Keep it up, mate!
It's not the most polished thing but I find it quite fun, the variety in the characters is pretty interesting, still needs some balance tho, like Frank that is too damn slow or how only the first shots from Arcana come with those extra bullets that enlarge the range but after that she only shoots one blue ball, also skeletons with shields are really hard to kill.
Also at times I feel that the enemies are too small to shot at them correctly, have you thought about making the sprites bigger or reducing the space that the window show making them bigger in the process? I think it would help a lot.
The REAL Marmo is back. AND in Unity. Still have a long way to go but it's good to know that this game is back on it's feet again. Looking forward to more updates in the future.
This plays a lot like your typical newgrounds game, and not in a good way. There's very little variety to it and everything feels samey and limp. The art is deviant art-tier, and by the looks of it your trying to carry your game off the back of generic waifubait. Put the gameplay before art or sound or anything else, and come back when that's up to snuff.