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A jam submission

Masquerader ZView game page

Transforming Hero Action
Submitted by Fxy (@fxydev) — 1 day, 3 hours before the deadline
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Masquerader Z's itch.io page

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Comments

Submitted

I didn't play overly long because I wasn't enjoying myself a ton due to a lack of challenge, I cleared the first two stages and called it quits, one of my issues is that the player feels quite overtuned. Staying aggressive and sticking to a boss makes them practically unable to attack since they lack contact damage. The game feels good to play but seems strongly geared towards the same level speedrunning design that Inti Creates loved with Mega Man Zero, which was one of the flaws of those games in my opinion (this is just a personal preference and I've seen lots of people who really like that aspect of the game). 

The graphics are gorgeous and the two transformations you gave the player at the start seemed different enough to be fun and enjoyable to play around with. I think more stage environments and hazards could go towards breaking up the pace and making the player slow down a bit, encouraging replaying levels for a higher rank after you know each level better. Super great presentation, and tons of potential, would just love to see a difficulty bump!

Submitted (1 edit) (+1)

Nice game! The combat feels satisfying and I like most of the animations. The music is good.

Nitpicks:

  • The gameplay mechanics are introduced too fast, I didn't have time to get used to them before moving on to learning a new one.
  • The font needs a lot of work. The "n" looks like an "h". You need to adjust the kerning.
  • The UI takes too much space. Especially when points pop up.
  • The sprites need some work. Which sprites have outlines and which ones don't seems arbitrary. The color usage looks all over the place. A more limited color palette could help.
  • The menu transitions are at a different pixel scale than the rest of the game, it looks off.
  • I had issues with the audio muting itself.

I would have liked to play more levels. Is there only one besides the boss rush? Anyway, I hope you keep working on your project. I had fun.

Developer(+1)

Appreciate you playing and telling me about the UI foibles. There are a bunch more levels actually, I'm guessing the save file fucked up and didn't unlock them for you after beating the mall stage, gotta look into that. 

Maybe try the mall stage again on another save slot?

(+1)

Fantastic stuff, really solid megaman-like. Only real issue for me was the lack of VSync - everything else was pretty much perfect.

I didn't really utilize transformations much, default armor mode is just too great and versatile. Bomber guy is pretty neat, but he severely lacks in the moveset department compared to the motorcycle guy or the deafult armor guy.

Holding circle button to open the transform wheel takes just a tad too long for my liking, but that's a minor nitpick.

Didn't really have much trouble with the bosses.

Good stuff, fantastic visuals and really tight gameplay. Looking forward for more!

Submitted(+1)

Wow, a Kamen Rider game? The core gameplay is seriously impressive, but I had some issues with getting my controller to work. That tends to happen with this controller with a bunch of other games, so I just played with keyboard. 

There's a bunch of other minor technical issues/bugs:

  • The audio settings randomly decided to set themselves all to 0 after I cleared the first mission and went to level select. This was fixed after going to the options and saving a new settings.
  • There's some text overflow issues like "Highscho-oler" getting cut off, 
  • The henshin changing UI seems to have gotten drawn underneath one of the generator events. 
  • The key to change also stopped working during the tutorial for the Pursuer, and trying to pause it just quit the level.
  • Clicking on the level select menu seems to break the whole menu. It's probably something getting raycasted and taking focus away from your buttons?
  • I somehow pushed an enemy into the boss room, fortunately he despawned once the fight started. 
  • Attacking the enemies in the laser section pushed me back into the laser, I'm not sure if that's intended?
  • I found the pixel font text in the dialogue to be hard to read at times.
  • The main menu starting with Enter and then everything else being Space to confirm was kinda weird. Maybe just have Enter remain being an additional key for confirmation or change it all to use Space?

Probably skill issue on my part, but the spikes and environmental hazards were really annoying to deal with in some places. I died to the 2nd stage boss, not sure if that's intended since it had a cutscene that put me into the next level but also gave me an F rank. Didn't play the last stage because I'm missing the tutorial for the 3rd form, maybe it's also a good idea to have a practice mode in the level select?

I don't have much nostalgia for this era of gaming since I didn't grow up having the game consoles that would have games like these, but I thought it was a really good game. Maybe the only other criticism I can give is that the enemy attacks come out really quickly and I'm not able to respond to it in time, but because of how lenient most of the game tends to be this doesn't feel like such a major issue. I figured it's one of those kinds of games where even having the enemy be able to attack is a mistake on the player's part, so it might really just be a skill issue on my part. Aside from that, really the only criticisms I can give are on technical issues, and maybe that there could be more work on the backgrounds but that can always come later.

Submitted(+1)

Sir, this is "amateur" game development. "Professional" game development is a few doors down.

Seriously, the only complaints I can think of are (1) my mouse cursor didn't automatically hide when I plugged in my gamepad and (2) pressing A while a character was talking skipped that line, instead of filling the rest of the text in. I absolutely love character action games, but I've always thought there weren't enough 2D ones. This is basically my dream game.

Developer

Biggest change to this version is that Bosses respond to hitstun the same way most enemies do, no more arbitrary armored attacks, to compensate most will move out of the way or defend themselves.

I've also allowed the Ninja form to be unlocked in its earliest form, give its grappler play a shot early by completing the new Winter stage or Boss Rush.