I liked the art style but I did not like the controls. Only after playing did I see that on the main game page there was a control explanation, and when I pressed those buttons in game I saw no indication they were able to do anything. I was unable to get past the wall with the spikes on it. I'd probably try it some more but I am streaming and trying to keep things under ten minutes.
Sorry, I really should've had the controls explanation, including keyboard controls in the game .exe. You probably got to the wall that requires a slide (f key) jump to get through.
Same as alot of other feedback, love the magaman zero vibes. A shame the slash doesnt have a sound effect to it yet but I love the swing combo animation and the swirling dash slash. The dash itself is alot of fun to use especially if you combine it with a jump, I wish you could dash off of walls like in some of the Zero games. Spikes were difficult to see in some locations (mainly the outside spikes after the indoors section) making it difficult to traverse, and had to play super carefully as to make sure there are no spikes below the screen. Checkpoint system is appreciated. Killed the boss at the end but it would get stuck in its death animation (not sure if that was a bug or its just not finished yet). Also you should try to make it more clear that the arms can't be hit, and when the boss is invulnerable since that was confusing when I first encountered it. I mainly mentioned off the negatives and such but like others have mentioned, this game has great potential is already a lot of fun to play. Make sure to keep us updated if you continue with this game.
Thanks for the feedback! Yeah, the end of the level event is kind of unfinished because it was supposed to link into the cutscene system, so it's kind of a wonky stage-end trigger. I also think I went a bit overboard with the spikes at the end of the level, and I should have probably added an "not effective" hitspark and sound effect to better signpost the invulnerable areas of the boss. Also, I should have made this clearer in the post, but I posted this demo as a sort of "send-off" for this project. I'm working on another game right now, and I don't think I'll be back to this one anytime soon.
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Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
I liked the art style but I did not like the controls. Only after playing did I see that on the main game page there was a control explanation, and when I pressed those buttons in game I saw no indication they were able to do anything. I was unable to get past the wall with the spikes on it. I'd probably try it some more but I am streaming and trying to keep things under ten minutes.
Sorry, I really should've had the controls explanation, including keyboard controls in the game .exe. You probably got to the wall that requires a slide (f key) jump to get through.
Same as alot of other feedback, love the magaman zero vibes. A shame the slash doesnt have a sound effect to it yet but I love the swing combo animation and the swirling dash slash. The dash itself is alot of fun to use especially if you combine it with a jump, I wish you could dash off of walls like in some of the Zero games. Spikes were difficult to see in some locations (mainly the outside spikes after the indoors section) making it difficult to traverse, and had to play super carefully as to make sure there are no spikes below the screen. Checkpoint system is appreciated. Killed the boss at the end but it would get stuck in its death animation (not sure if that was a bug or its just not finished yet). Also you should try to make it more clear that the arms can't be hit, and when the boss is invulnerable since that was confusing when I first encountered it. I mainly mentioned off the negatives and such but like others have mentioned, this game has great potential is already a lot of fun to play. Make sure to keep us updated if you continue with this game.
Thanks for the feedback! Yeah, the end of the level event is kind of unfinished because it was supposed to link into the cutscene system, so it's kind of a wonky stage-end trigger. I also think I went a bit overboard with the spikes at the end of the level, and I should have probably added an "not effective" hitspark and sound effect to better signpost the invulnerable areas of the boss. Also, I should have made this clearer in the post, but I posted this demo as a sort of "send-off" for this project. I'm working on another game right now, and I don't think I'll be back to this one anytime soon.
I annihilated the annihilation machine!
It really has a very good Megaman Zero feel to it, looks and plays beautifully! Can see this going places if you decide to continue with this.
Thank you for playing!
Very nice pixelart!
Not the biggest fan of spikes forcing a restart though, and I'm not sure what the slide key is on keyboard.
Other than that the gameplay is solid, I hope to play a more complete version in future DDs!
Hey, thanks! The slide is mapped to "F" on the keyboard.