Good game. I ran it on linux with wine and had no issues at all.
At the beginning it wasn't too easy for me to guess what my abilities did exactly. For example when I saw an enemy launch the spiked balls onto me I thought I'd be able to do the same and proceeded to ram straight into them. Also when I held Z for the first time and went into rainbow mode I thought that'd make me invulnerable for a short time (probably because it reminded me of an item in Binding of Isaac that had that effect) and also proceeded to walk into some spiked balls. It's not a big deal because I didn't die either time but it'd probably take just a couple more words on the floor make it easier, if you want to.
There could probably be some kind of "charging up" effect or animation when holding Z but before rainbow mode starts. Also it could be nice to have a different sound effect for taking damage and slamming into the walls.
You're probably aware of this already but a pause menu would be nice to have.
The outer part of the wall tile in the second world is too similar to the grass time to really look like a wall to me. It looks off especially for narrow walls like these ones
At some point in the second level something weird happened where my character sprite's scale got messed up and the pixels became rectangular:
I'd call them rixels but I think that's what people call rotated pixels already. I don't really know what caused it unfortunately, maybe slamming into the walls too much and/or going into the swamps. Anyway it fixed itself a couple rooms after.
Using the spike balls as your own projectiles actually sounds really fun, I'll probably change them to look less spikey and allow the player to also push them as an attack. Objects which damage the player on touch should probably just be floor spikes or something.
You're right that the super charge should probably just have actual damage immunity. Stunning you momentarily once you hit a wall should be enough of a downside if you're locked in moving into a single direction already.
I'm limiting the gameplay to using only one button, so one of the challenges has been about how the charging should function. Earlier iterations have included pressing the button multiple times quickly in succession, and having the player enter a "brake" state if you press the button again when doing the normal attack, which could then transition into a super charge.
Holding the button is probably what the input will stay as. You're right that there should be immediate feedback when you start holding it, maybe a charge meter or something?
A pause function basically exists, but it's currently only being used by the hit stun effects. I disabled the pause button for now because it otherwise breaks the hit stun and crashes the game. I'll look into implementing player controlled pausing and options before I release another demo.
Point taken about the tiles, I'm not 100% happy with them either. I spent way too much time making the brick walls look better (which is why I will be palette swapping them at least two times in other levels lol) and didn't feel like doing the same with a completely new set of tiles yet.
The sprite scaling bug happens when you take damage at just the right moment while being squeezed by slamming into a wall. I made one earlier attempt at fixing it, but also encountered it right before release. Thanks for reporting it.
My daddy taught us not to be ashamed of our dicks. Funny and cool Gachi game with some neat gameplay. I liked bouncing gimp slave balls into each other and destroying them. Not sure how exactly the health system worked so maybe some clarity in that would help. Great music and sounds, and the variety of obstacles/enemies was great. Look forward to some more deep dark fantasies!
Thanks. I'm still figuring out how exactly to handle health. About a week ago the player had 8 hit points (re-presented by hearts) and enemies had a small chance to drop a +1 health item if you were missing any. Currently enemies always drop those white orbs which either restore health (if you are missing any) or give you additional score if you are full.
I'm still pondering if I should just make the player invincible (like in Wario land 2-3) and have the player drop some score items when they take damage, so actual dying would never be an issue but you'd have to avoid hits to get a higher score. Getting all S ranks will be a requirement to get the game's true ending.
Seriously, this is the most fun I've had with a game in a long time. Excellent work, my dude! Only issue I ran into was when I power-dashed into the entrance for the next level. It wouldn't stop looping the power-dash audio after I entered the level until I performed another power-dash.
Thanks a lot! The entrances for the levels will eventually function differently, with a pop-up window that shows what you've collected/missing from that level and you have to press the button in front of it to enter. I implemented it here in the dirtiest and fastest way possible by just using a collision event with the player object.
Sick music. Good gameplay. Interesting graphics and concepts. Well paced. Everything is very professionally put together. There is not much to add. It's very good.
The audio is excellent, lovely stuff. Art is good.
I would really like to be able to play with WASD controls if possible.
The timed sequence in first area was very excellent. Having the corner bumps was such a fun moment, and I liked the blockage changes to facilitate that moment.
Your level design, in particular enemy placement to diegetically tutorialize ideas like pepper plants destroying larger boulders is cheffs kiss.
It's late for me right now, but I'll play the rest of it tomorrow.
Thanks. I'll try to implement options such as alternate controls for the next demo. One of the core design principles that I'm leaning into is to have unique objects in every level and to tutorialise how they function within the gameplay. I'm personally fed up with text box based explanations and long-winded tutorials.
I thought it would be funny to have a fat Wario expy wearing those leather straps typically worn by muscly and fit men. I came up with the theme while drunk.
Comments
Good game. I ran it on linux with wine and had no issues at all.
At the beginning it wasn't too easy for me to guess what my abilities did exactly. For example when I saw an enemy launch the spiked balls onto me I thought I'd be able to do the same and proceeded to ram straight into them. Also when I held Z for the first time and went into rainbow mode I thought that'd make me invulnerable for a short time (probably because it reminded me of an item in Binding of Isaac that had that effect) and also proceeded to walk into some spiked balls. It's not a big deal because I didn't die either time but it'd probably take just a couple more words on the floor make it easier, if you want to.
There could probably be some kind of "charging up" effect or animation when holding Z but before rainbow mode starts. Also it could be nice to have a different sound effect for taking damage and slamming into the walls.
You're probably aware of this already but a pause menu would be nice to have.
The outer part of the wall tile in the second world is too similar to the grass time to really look like a wall to me. It looks off especially for narrow walls like these ones
At some point in the second level something weird happened where my character sprite's scale got messed up and the pixels became rectangular:
I'd call them rixels but I think that's what people call rotated pixels already. I don't really know what caused it unfortunately, maybe slamming into the walls too much and/or going into the swamps. Anyway it fixed itself a couple rooms after.
Thanks for reading my essay, hope it's helpful.
Thanks for the excellent feedback.
Using the spike balls as your own projectiles actually sounds really fun, I'll probably change them to look less spikey and allow the player to also push them as an attack. Objects which damage the player on touch should probably just be floor spikes or something.
You're right that the super charge should probably just have actual damage immunity. Stunning you momentarily once you hit a wall should be enough of a downside if you're locked in moving into a single direction already.
I'm limiting the gameplay to using only one button, so one of the challenges has been about how the charging should function. Earlier iterations have included pressing the button multiple times quickly in succession, and having the player enter a "brake" state if you press the button again when doing the normal attack, which could then transition into a super charge.
Holding the button is probably what the input will stay as. You're right that there should be immediate feedback when you start holding it, maybe a charge meter or something?
A pause function basically exists, but it's currently only being used by the hit stun effects. I disabled the pause button for now because it otherwise breaks the hit stun and crashes the game. I'll look into implementing player controlled pausing and options before I release another demo.
Point taken about the tiles, I'm not 100% happy with them either. I spent way too much time making the brick walls look better (which is why I will be palette swapping them at least two times in other levels lol) and didn't feel like doing the same with a completely new set of tiles yet.
The sprite scaling bug happens when you take damage at just the right moment while being squeezed by slamming into a wall. I made one earlier attempt at fixing it, but also encountered it right before release. Thanks for reporting it.
My daddy taught us not to be ashamed of our dicks. Funny and cool Gachi game with some neat gameplay. I liked bouncing gimp slave balls into each other and destroying them. Not sure how exactly the health system worked so maybe some clarity in that would help. Great music and sounds, and the variety of obstacles/enemies was great. Look forward to some more deep dark fantasies!
Thanks. I'm still figuring out how exactly to handle health. About a week ago the player had 8 hit points (re-presented by hearts) and enemies had a small chance to drop a +1 health item if you were missing any. Currently enemies always drop those white orbs which either restore health (if you are missing any) or give you additional score if you are full.
I'm still pondering if I should just make the player invincible (like in Wario land 2-3) and have the player drop some score items when they take damage, so actual dying would never be an issue but you'd have to avoid hits to get a higher score. Getting all S ranks will be a requirement to get the game's true ending.
Seriously, this is the most fun I've had with a game in a long time. Excellent work, my dude! Only issue I ran into was when I power-dashed into the entrance for the next level. It wouldn't stop looping the power-dash audio after I entered the level until I performed another power-dash.
Thanks a lot! The entrances for the levels will eventually function differently, with a pop-up window that shows what you've collected/missing from that level and you have to press the button in front of it to enter. I implemented it here in the dirtiest and fastest way possible by just using a collision event with the player object.
Sick music. Good gameplay. Interesting graphics and concepts. Well paced. Everything is very professionally put together. There is not much to add. It's very good.
Ah, finally a aggy daggy wario land inspired demo.
Music is great as others have mentioned. The theme seemed a little lost on me but I dig it.
Excited to see where this goes
The audio is excellent, lovely stuff. Art is good.
I would really like to be able to play with WASD controls if possible.
The timed sequence in first area was very excellent. Having the corner bumps was such a fun moment, and I liked the blockage changes to facilitate that moment.
Your level design, in particular enemy placement to diegetically tutorialize ideas like pepper plants destroying larger boulders is cheffs kiss.
It's late for me right now, but I'll play the rest of it tomorrow.
Thanks. I'll try to implement options such as alternate controls for the next demo. One of the core design principles that I'm leaning into is to have unique objects in every level and to tutorialise how they function within the gameplay. I'm personally fed up with text box based explanations and long-winded tutorials.
The music was great, and the game felt really solid. I don't really understand how the gameplay and theme tie together, but it was cool regardless.
I thought it would be funny to have a fat Wario expy wearing those leather straps typically worn by muscly and fit men. I came up with the theme while drunk.
very fun game!! i liked running around it is very fun and the music is a bopper for sure
Thanks for playing!