thanks RanliLabz! I loved the update! The shifter is gloriously campy! I just wish there was other option of lines to choose to get the gay scene with them. Even if it was just tautning, it felt a bit ircky, and considering we always had diferent choices on how to aproach every scenario, I was a little put off in that moment. But regardless, the update was awesome, I loved the nod to the little mermaid xD
Delahaye_Artworks
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Seu jgo tem uma mecânica um tanto inusitada, pra eu conseguir matar um inimigo eu tenho que atirar em 2 com o mesmo tiro? Genial, porêm eu demorei pra sacar que era isso e tava confusa pq algumas vezes conseguia matar e oturas só conseguia deixar os inimigos tontos. As pixel arts tão lindas, só achei q o disparo da arma está um pouco alto demais, e no menu só tem uma opção de volume geral. Seria bom ter uma forma de baixar só ela, pra podermos ouvir mais da música e dos outros efeitos. Parabéns pela entega <3 Adorei o design dos legumes do mal xD
Finalmente consegui testar esse! A arte eu já tinha achado linda, pelas previas q vcs postaram no discord da control alt. Adorei o design do chefe. Mas como disseram já em outro comentário, não entendi o q eu tinha q fazer kkkk Meti vassourada nela, aspirei pra ver se era pra pegar a gosma e jogar de volta, mas nada causava dano. Como no meu jogo tb não dá pra fazer muita coisa pq tivemos problemas pra implementar as mecânicas, imagino q vcs tenham tido esse problema tb. Mas invistam nesse game, tentem implementar o q vcs não conseguiram, pq o design da lata, do cenário e da ana tá muito bom. E adorei a veinha narrando no começo. Parabéns <3
First, I'd like to say thank you for this wonderfull game. I enjoyed it in more ways I can admit it kkkkk all the characters are very endearing, raunchy and funny. I must admit, some scenes made me very unconfortable with how rapey they felt, but thank god you give us the option to escape all of them. My only problem with the game so far is the Shifter storyline (SPOILERS FROM HERE ON, YOU'VE BEEN WARNED). It just feels to me, they missed the oportunity twice to fufill part of their mission, since the naked num said all of the MC's friends were on his kill list, and yet, they let Anna go and it's very obvious they have Fatima now. This is made even more bafling if you watch season one's evil ending wen they just rip everyone to shreds. I know this is an ongoing story and you probably will have an explanation for this in the next updates, but this Shifter is looking.... well...dumb ;X.... unless they planted some sort of mind control device on Anna and Fatima and they'll end up helping them, witch would be really dope and elevate the treat significantly.... and here I am giving u ideas to torture us lol Well, as long as they don't touch sam sam (if it does, I want an option to kill them in a very slow and painfull way Ò.Ó).
Nossa gostei demais da idéia da régua! Com certeza será algo q podemos implementar kkkkkkk Os outros ataques do juininho vão ser seguindo essa pegada mesmo, então super combina com as ideias que nós já pensamos pra ele! Sobre os diálogos do combate, nosso sound designer Faé já escreveu algumas coisas (ele que escreveu e atuou em todas as vozes da cutscene inicial, então vc já sabe q vai ser um arraso kkk).
Obrigada! Então, não é bug kkk é pq não temos ainda a parte visual da cutscene mesmo, pq eu e a kety nos focamos na produção dos assets e animações pro gameplay (que não entraram todas pra essa build) ai não deu tempo de fazer a cutscene. Mas o faé deu a ideia de fazer só em audio mesmo já q ele tem um podcast e consegue contar histórias assim sem a parte visual mesmo, pra não ficar sem nada. E ainda bem q deixamos, o cara é fera kkk
Obrigada por jogar <3 Então, tivemos sim alguns problemas de implementação de algumas mecânicas durante a jam, por isso não implementamos 80% do que tinhams em mente pra essa boss fight do Bhaskara nessa build. Ele terá ataques e especiais e magias baseados em fatos históricos dele. Já temos os assets e ainda vamos implementar tudo, só esperando o tempo de avaliação da jam passar pra subirmos uma nova build. E sobre a cutscene: eu tava focada mais durante a Jam de fazer as animaões para o gameplay, ai não deu tempo de fazer algo visual para essa build tb. Vou fazer a arte da professora, da máquina do tempo e do amiginho nerd do juininho pra deixar ela ainda mais interessante. Trivia: todas as vozes são do nosso sound designer Felipe Faé. O home arrasa demais kkkkk
Muito divertido KKKK Eu fui a que comentou na hora qdo anunciaram no pitch inicial: "É isso mesmo q eu ouvi? So Fart away?" kkkkkkkkkkkkkkk ali eu já tava doida pra jogar pq achei inusitado( e nojento kkkk), e a mecanica de puzzle q vcs criaram ficou muito boa. O game de vcs ta to lindão, a pixel art, a musica, tudo. Parabéns!
Why is the camera so close to the character? ;/ The little guy is cute, but I need to see were I'm going ;/ Edit: Ok, after leaving the first area I managed to get the camera a bit far from the character to see were I was going. It's a fun platformer even if it's a bit slow, and the jumping is responsive enough. The character snaps to the direction I want him to go instead of turning, but I imagine you'll implement the code to smooth this out later. As for the camera... Well, I managed to compromise to it, but unfortunately, it still gave me a headache playing this. The first area is the worst offender since it's a very small space so the camera zaps to the character and he blocks the view completely. I died a few times in this area because I didn't see the enemies or wen I manage to see them, I couldn't react properly because my vision was completely blocked out by the character. I managed to exit this room after I positioned the camera up like in a isometric view, but for the screen shots I've seen in the preview, this is not the view you intend this game to have right? But
Very nice trowback game! I had so much fun playing this. I'm also working on my own game inspired by megaman legends, and seeing Delta gal gives me hope that, projects like ours, can show capcom that there's indeed interest in this series so we can finally play MML3 someday.
While I did enjoy everything, there's a couple of things I'd like to point out that could make this game even greather:
1- As people pointed out: the slide move is a bit counter intuitive to pul off. Dashing makes the character too fast and somethimes is a bit weird to get the timing to use the slide in thight spots. instead it could be used wen the character is sprinting but combining it with a crouching mechanic? So the sword atack and shooting could be performed while dashing and sprinting for a devastating combo. This would be a very interesting adition to delta-gal's (or Zeta gal, since I see you rebranded the game) already great moveset.
2 - The two main bosses are bees/hornets - This is just a nitpick of mine and I know this is a demo and I don't know your plans for the robots in your game, but it was a bit disapointing to fight a similar boss type twice in this demo ;/
3 - The secret boss - that worm drill... oh boy kkkk The weak spot was pretty obvious to see, but too annoying to hit lol The tight arena full of death wholes made fighting that thing simply not very fun ;/ I tryied a few times but I kept falling into the holes since I was to focused on the boss that closes in very fast to pay attention to them. And the pillars kept geting in the way and preventing me to hit him. I know it's a secret boss since you actually have to return to an area you already cleared to fight him, but the tight arena + holes + pillars + weakspot on the back + movement speed combo was a bit overkill lol Removing one of the hazards or slowing the drill a bit could drasctically improve the player's experience for this fight, or making the drill get stuck for a bit after an attack.
I know you'll not update this demo, but if my tips could help a bit your design for the final game, then I'm happy. As a fellow MML fan who misses this games greatly, I'm very glad I'm not the only one trying to keep this series spirit alive.
I actually only found it after defeating the final boss. It's in the forest behind the larger spiky bush. It's easly missable since the grapling hook icon only shows up on the screen if you look up, something I imagine if you're using the auto aim (or have the FOV in close mode) you could easily not do since the tree tops are very low in this area.
This game is a modernized version of MML in therms of gameplay since MML is an early 3d shooter so it's very archaic in it's design (but very much playable still, the first games aiming takes some geting used to since is very clunky. The second implemented a Zelda-style auto aim, wich improved things a lot and made the game more manageable in combat but also way easier IMO, shooters should never have auto aim and thankfully, artur gave us the option do do it manualy here). The arstyle is true to the first game (altough I prefer the more polished look of the secund). Even with the clunky combat, I highly recomend it since is an underhated gem with very loveable and quirky characters and story, and if you like dungeon crawlers, it does have some pretty solid ones (even if in the first game they are a little generic looking).