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Thanks for the feedback! First and foremost i’ll say: i’ve finally gone and made the manual free, which should hopefully avoid some of those discoverability issues. Image here:

four pages from the game’s manual

As you can see and probably did not discover during gameplay, there is a less-random mode in which you can choose your jump parameters, orthogonal to the “play all the levels in order” mode. I personally prefer a jump somewhere toward the lower right corner. This certainly doesn’t go as far as you suggest tho!

As for the slow-falling, most of my platformer experience comes from kaizo mario world / mario maker, both of which make extensive use of the slow-fall, and spyro, which has a glide. I could set the terminal velocity a bit lower, but i’m too used to having a slow-fall in the other games i play to consider getting rid of it in this one.

More animals = more good. A friend has suggested a wall-climbing lizard! I was aiming for a 16KB file (8K+8K) which is pretty full, but i actually couldn’t figure out how to appropriately set the header to allow that. If i were to build off of what my header says i have, then i’ve got plenty of space to add more neat bits.

It might be nice to skip the level titles by pressing start

Hm, yeah i could set a bit somewhere indicating that terrain creation has already happened, and then just delay (checking for start) for the amount of time it would have taken to do the generation. It’s a loading screen!

All the little things about like, frame timings, when it’s good or bad to write certain addresses — i feel it shows that this is my first NES game! I’m already working on a second, in a completely different, slower-paced genre. Thanks for the tips, they’ll help a lot there!

(+1)

Thanks for the manual image; that definitely explains some stuff I didn't notice in-game. I don't think I would have ever found Lucid Mode on my own, heh. That explains the big box on the screen, which I had thought that was actually a placeholder for a picture.

Regarding the header, Mesen has a header editor (Debug -> Edit iNES Header) that you can use to set various properties, including an 8 KiB size. Sizes smaller than 16 KiB are a little challenging to do manually because they require a different, more complicated format added in NES 2.0. That'd probably reduce your emulator and flash cart compatibility, though, since I'd bet some emulators and PowerPak (maybe even Everdrive) won't handle this other size format.