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CorvusChristoph

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A member registered Apr 22, 2019 · View creator page →

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I love what you have here-- the room transitions are very smooth, the controls are nice, and the mechanics are easy to understand.
I'm a little bit thrown off by the mismatched pixel sizes amongst your assets, and I think a little more audio feedback from the attacks and enemies would do wonders for the atmosphere and immersion. But that's really anything there is to gripe about-- small things with aesthetics.

The game itself is wonderful! I'd love to see more enemies, more puzzles, more... all of it! If you continue to work on it, I think you have a very strong base for a great Zelda-style dungeon crawler! Keep it up!

Lots of comments about the enemies-- so sorry there aren't more present (and that they don't really do anything... heheh...)

If anyone's curious what else I had in mind, here's the concept art I sketched up one night to take a break from programming:

All of them even had some basic sprites down (except for Keebas)...

I'm working to polish their animations and flesh out their code. I'm very excited to get them implemented and update after the jam!

Thank you so much for your kind words! I'm glad to hear you like the level design. I've never made a Metroidvania before, but I've played quite a few so it was lots of fun trying to build my own massive map to explore! Expect an update once the jam is completely done, I'll hopefully have Sector A finished enough for a better demo, plus a few mechanics I didn't get to add in time.

I appreciate the feedback! I'm very glad to hear you think the graphics fit the era I was going for, and that the controls are smooth (I probably spent the most time making sure Kreena's controls and physics were clean and fun).

I did, actually, compose a short music track to play throughout the duration of the demo, but so many things broke on me that I had to make small sacrifices in order to ensure I'd have something functional to submit, heheh. Them same goes for the enemies: I actually had 5 designs that I'd scribbled out in an hour or two-- all except for one I managed to get quick sprites animated for. If I'd had just one more day (or if the map hadn't completely broken down and lost me a day) then I might've implemented them all, and given them proper logic.

Thank you for the encouragement, though! I am continuing development as we speak, so expect to meet the rest SEN-86's native monsters (and the threat they pose) real soon!

Oh wow! You all did a fantastic job for a first game, and even more so for a first jam!
I hope you all had a great time, can't wait to see more from you-- I see lots of potential!

This was a pure rush of dopamine-- I think I actually lost track of time while playing it, haha!

It's everything you want in an arcadey hand-held type of game: easy to pick up, hard to put down. I absolutely loved the progression and how enjoyable it was to try and find new things across each dig, or beat my previous depth record.

The controls are simple-- they feel a bit clunky at times, but it doesn't subtract from the gameplay. I can definitely see a younger me playing this on my Game Boy during a long car trip.

Please consider working more on it; I'd love to see more caves/areas, maybe an endless mode? Stellar job!

This is a really cute idea, though I feel that the gameplay is a bit slow and the controls are a bit choppy-- with a little polish, I think this would make an excellent quick-versus game!

I could totally see a cocktail arcade table in a barcade featuring this, it'd be the perfect little game to play while grabbing a snack with your friends!

I love shmups, they're one of my favorite genres to try! This is definitely reminiscent of Raiden, it's lots of fun to play. The ship moves a smidge too slow, in my opinion, and the keyboard controls are a little odd (I'd love to be able to use a controller), but the gameplay is still smooth and responsive.

The graphics don't quite give me a "SNES" feel-- but it'd be right at home next to some of the older Williams arcade games! The screen feels a bit empty without any GUI/HUD elements... I'd love to see a score increasing with every kill for that dopamine hit, or my ship's health so I know exactly how much trouble I'm in, heheh.
I love how you slowly introduced each enemy type one-by-one, then brought in the increasingly difficult combinations. The boss felt a bit underwhelming compared to some of the enemy patterns, I'd love to see more phases or attacks coming from such a massive battleship! 

Overall, lots of the bullet patterns felt amazing to dance around-- with some balancing this could be an incredible bullet hell! I hope you continue work on it!

I look forward to seeing what you come up with!

Ooooh, there are skips? Kinda like the Super Mario Bros underground parts? And hidden items, too? That's some great replayability value! I'll have to play it again and try to perfect my run!

This was a fun little platformer, and what a very unique shooting mechanic! I wasn't sure if I'd receive a bonus at the end for holding onto my coins instead of shooting them, so I tried to see how many I could rack up by the end, heheh!

I really appreciate that the camera adjusts so you can see further ahead of where you're running.

The graphics feel very "programmer art," but it really works with the general vibe of the game and doesn't subtract from where it shines: the stage design. The platforming was lots of fun-- I really enjoyed the segments that utilized crumbling blocks and jumping off of enemies!

With a bit more variety in the stage mechanics, I could really see this turning into a great platformer! I hope you update it with more fun ideas!

The controls take some getting used to, but the Joust inspiration shines through-- manageably slippery, heheh!

I love the graphics. They're simple, stylized, and very cute-- it fits the overall atmosphere tremendously well. Everything feels very fun and lighthearted without trying to be cute, and I love that.

While some of the platforming without your Osmu can be a little frustrating, I think it's a solid idea with a clever, adorable mechanic that I would absolutely love seeing a full release of!

Tomb of the Puzzler is a fantastic combination of tile-swap puzzle games and turn-based RPGs. Accompanied by comedic writing, a clever battle system, and a HUGE dungeon to explore-- if you're a fan of either genre, don't skip this one.

I adore that the visuals take after the Final Fantasy NES games; they're simple, but they're colorful and charming!

Now, moving tiles feels a smidge slow during the combat screens, I started feeling a little overwhelmed having to grab-move-grab-move the same tile as more fell from the top... but I didn't really encounter any problems with the mechanics. I think there's really something special here with the battle system!

I hope we see a full-fledged adventure sometime in the near future!

Apologies-- I'm upset I wasn't able to get the enemies fully programmed in time, I had big plans for them!

I'm very glad to hear you like the graphics and controls! I'll definitely be working to get all my ideas implemented soon.

Thanks for playing! There will absolutely be an update!

I'm so glad you like the graphics!

I feel so bad that I wasn't able to get more complex enemies implemented in time-- and I had such a creepy little bunch I wanted to include!

Your words are very encouraging, though-- thank you for understanding. I definitely have plans to continue working on it. 

And thanks for playing! I hope you check back on it later on!

Terribly sorry about that! I meant to post those on the game's page-- I've updated it now!

Default controls are as follows:

D-Pad / WASD  - Movement
A Button / Left Arrow - Shoot/Confirm (A button)
B Button / Up Arrow - Boost (B button)
Start / '1' Key - (Start)
Select / '5' Key - (Select)

I'll be updating the game in the future to allow for keyboard remapping, too.

(2 edits)

I made a mistake with the original upload--
the timer only ran for 10 seconds instead of the intentional 5 minutes.

I apologize so much for the blunder; the proper build should be available to try now!