Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Played the demo, excellent stuff. Some remarks:

The text is too tiny on real hardware, for people who needs (better) glasses. An optional bigger font for the dialogue text would be nice.

When jumping up shafts, the screen transitions too soon when we need to jump alternating between the left and right on those tiny platforms in the walls of the shaft. We try to jump onto a tiny platform on the left, and before reaching it the screen transitions and in the new screen the first platform is on the right, which is disorienting.

As for the rest of the game, it's really well made and I hope it gets fully funded. I find that the lack of vertical aiming is an interesting differentiation between this game and the Metroid series, because it opens new challenge possibilities in the level design. Maybe the diagonal or vertical aiming could be exclusive to certain weapons.

(+1)

Interesting - I loved the text on the GBC screen - was neat to see how small and still fully legible it was. The use of slight colour for anti-alising was a neat touch! It is small text though!!

(+1)

I played it in a regular DSi, with aspect-correct scaling. Without scaling, I couldn't read anything.

But as I said, it may be because I need better glasses. I'm 45 years old.

I hear you. Also 45, and while I don’t need glasses I will admit playing on a real GBC can be taxing in a way it wasn’t 30 years ago.

The slightly larger screen of an Analogue Pocket is fine.

I’ll think about how to handle this. It may be that I go with a slightly larger font, but I don’t want to go big; I was trying to avoid the massive fonts you got in games like Dragon Warrior III: https://i.imgur.com/MwAFdZO.png

Where you have to scroll text constantly. Maybe there’s a middle ground.

Thanks. The only text that really needs it is the dialogue text (logbooks, characters talking). The GUI text (menus, status bar) is fine enough as it is because once we memorize it, we can easily figure out what's written.

By the way, I suggest making all pick-up items blink in a subtle way, to make them easier to distinguish from the scenery.

And when playing in the DSi, with the SuperGameBoy borders option enabled, the game displayed a checkerboard pattern in the borders of the screen. I guess the SuperGameBoy reads the border art data from the game's ROM, because some other games display an unique border with that option active, so it would be nice if you can add SuperGB border art to this game.

SGB borders for the win... always!!! Love making them, and playing it on my Super Gameboy - serious old school vibes!

(1 edit)

Just realized I forgot to comment here, but I have implemented a new super gameboy border that will show up in the next version - it looks a bit better than the placeholder grid I put up earlier.

And yeah, I was planning on cycling the palettes I use for pickups so that they “shine” periodically - I know at the small size they can be hard to see/identify as pickups.

I don’t know if I’ll bother for the demo but it’ll be there in the full game.