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I appreciate your honesty.Let me try to answer some of your questions.

First,the spin jump and improved enemy visibility are already in the plans.

Enemies having longer range than players is intended to encourage players to charge forward, just like in the original version, rather than playing as snipers.

You shouldn't trust the forest too much. Remember how enemies in the original version used to ambush players from the forest? The forest favors the enemies :)

And most importantly, you will die many times when you first run,just like in the good old days :)

I prioritize the gameplay experience, and since this is a 2D to 3D remake, many original mechanics may be adjusted.

Again, thank you very much for your sincere and detailed feedback.

Hello, good evening.

I'm glad to hear that the rotary jump and the improved visibility, especially the second thing that seems more important to me.

I understand that position, I have used to shoot forward quite a few times where I have pulled a bit of shooting scraping as much as possible to avoid a massive attack for several francs.

About the forest, I know that some enemies attack there, especially snipers tend to use it in the first level for example, but I think that should be a way to make, for example, an enemy appear in that place and shoot trying to kill us in Instead of it being something traversable, and that enemies, like the sniper that we can find before the first turret, could be somewhat annoying, just like a grenadier who, being hidden in the undergrowth, instead of being able to see something of his figure, until I managed to advance a little further, it was impossible for me to know where the grenades were coming from, becoming something too aggressive.

That would be correct but normally, in adventures like Contra, the first level is more to show what you have, and in later levels is when the difficulty of the game begins, since the first level, since I was little, I managed to pass to the second or third time the first level, here I have had about 20 or 30 attempts, if not counting more, and I have not managed to see the final enemy since among the jumps that, as I mentioned, are sometimes not well marked, as if because they are suddenly, something more worthy of a bullet hell, something that Contra at this point is not usually at least in the first installment (if we go to the Megadrive one, if I remember that it is something Bullet Hell), since 3 turrets, several enemies snipers, a couple of grenadiers, and the enemies who spam until the turret is defeated, it becomes hell that even if you push forward, it is quite likely that you will end up taking a few hits.

And I agree with that, currently your project stands out a lot visually, graphically it is very well implemented, and the sounds, such as music taken from the original game, are great, and mechanically you can see the intention, and that is why I want to continue your project closely since I would like to see the progress and be able to test it since enjoying the first Contra in 3D seems most interesting to me.

Greetings and I am glad that you have taken my comments into account, I will be happy to see your updates.