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Very cool, just gotta say I hope the movement gets cleaned up, as I assume it's not intentional that you're forced to walk forward for a set period of time and can't micro-walk or adjust. If that is intentional, I would not recommend keeping it that way. That and the fact that the weapon pick up really stinks is a tad annoying. I think it's... okay if they're not very good in a regular beat em up, at least that's something to avoid, but in a strictly 2d game where avoiding it is almost impossible I would hope they end up being a little better. That's the major things. Minor things is the jump audio plays when you hit the button and not when the jump happens, the detection for the battletoads kick to the screen is a little weird, and you can spam the punch button on the flies to stack the animation. I think there's a lot of potential, hope you add a lot of cool enemy types, and don't shy away from flooding the screen with em, I want it to be nice and hard. Best of luck!

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Hows it going Mister Mama Mia? Thank You for the input and the suggestions. The weapon system isn't "complete" and I know for a fact that is is not the best at the moment(hell, I do not like it, there isn't much control and doesn't feel good). What would be your suggestions on how to tighten it up? That is one of the main mechanics I want to fix for the New Year. Also i am not understanding the issue with the movement. What needs to be cleaned up?  The demo I uploaded was from last July so a lot has changed. However,I will deftintly keep these suggestions in mind when fixing up certain areas. Once again, thank you for playing the demo. :)

Maybe it was just a bug but when I hit left or right I kept walking forward without stopping for like a full second. It felt like doing a dash in smash bros but I had no option to walk. It's weird. And for the weapons, I suggest just making them strong and don't last long. A nice little quick boost of power. And hey, good luck on finishing the game!