Thanks a lot for checking out the demo! I'm glad you also appreciated the visuals and background, I'm always happy to hear positive feedback in that regard
Also thanks for your feedback, just to be clear you're talking about the grenades the enemies fire from their guns? If so I can understand the issue you're having, and it's likely some enemy projectiles will be altered to be more easily identified
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I am! I contributed many sprite sheets to the site myself over the years, so I don't have any problem with people doing the same with this project
My only caveat is that some sheets might be outdated as the game gets more and more developed, so rippers might have to deal with updating their sheets a few times if they rip before the game is out
Thanks for playing it out!
Glad you enjoyed it so far and I appreciate the feedback about the unorthodox controls, this is definitely something that I'll try to improve and better explain in future updates
As for the quitting the game, there is an actual Exit to Windows option but you need to be on the main title screens to access it, though this is something that could be added to all pause menus in later updates too
Cheers for the feedback again!
As a huge fan of MS: SV-001 and its prototype, I just wanted to make a game reminiscent of the series while also bringing in some different features, like the ally system, precision-based combo, etc.
I'm in no way trying to one-up what Nazca/SNK did with the MS series, really it's more of a passion project that I hope fellow fans can also enjoy
Though it's also just the demo, the rest of the game is being thoroughly designed to more and more branch out from the usual Metal Slug format and introduce more original features 👍
Thanks for addressing some issues you had with the game!
The scoring system itself is fairly straightforward, though it's mainly the combo system that is responsible for giving you bonus extra points if you're precise with your shots or not. Still, this system is indeed not very well explained nor motivates the players to use it, so I'll be sure to put more in-game focus on this scoring mechanic!
I agree that the controls, as they are right now, are not very well explained, and that was mainly due to the 2 player coop having both their own keymapping. Still, I'll try and find a better and clearer way to instruct the controls in a future update!
The credit input is more or less a way for players to give themselves a challenge by choosing how many credits they'd want to play with, and it was also a way to strengthen the 'arcade game played on emulator' vibe (like the Neo Radium screens, taking inspirations from emulators like Kawaks, Nebula, MAMe, etc.). So for the moment there are no plans to change this aspect of the game.
Still, I really appreciate your in-depth review of these apects! Either way, more changes will come in the future to make the game more and more accessible for players while also staying true to the arcade/emulator feel of it 👍
Thanks a lot for the kind comments!
Some aspects like the oxytanks are going to be reworked to feel and work way better than they did before, and it's possible that the core gameplay is also going to be tweaked to be more fun and unique in the future
Still, I appreciate that you liked the demo so much and I hope you'll look forward to future updates!