I'm trying to decide whether or not you might possibly be the real Doc Brown. Does that little yellow car run on plutonium by any chance?
Mega +RyeGuy+
Recent community posts
I noticed a nice little detail in the high score screen. It's an illustration from Arthur Rackham, an amazing illustrator from long ago, and one of my favorite artists. Very nice touch. I also noticed some of your new music in the game, and I think it's a perfect fit. Congrats on everything coming together good sir. As for the game, it's fun and quick to learn. Reminds me of a couple of classic arcade games, (Three Stooges and Food Fight) but with a more lethal flare.
Yeah, well put. Sometimes I play his Gen/MD games, and I get really into his compositions. I can sense the way the tracks are separated. Watching him recreate the track real time gives me an even deeper appreciation. In particular, the uniqueness of the track he chose from Bare Knuckle III/Streets of Rage 3. That soundtrack has some real depth.
I thought you might appreciate this piece of hardware, in the hands of the original master of Gen/MD music: https://x.com/yuzokoshiro/status/1783416939215491453
Thanks for writing back, and please know that I understand in my own way what you are going through. You have a vision for each project that you wish to pull into existence. But you must stumble around in the darkness and get hold of the vision, before you can start pulling it towards the light.
It the same as any artist who feels compelled to create something that doesn't exist yet, only your tools and your canvas are more complicated.
Hey, I know you have been busy with other projects, but I'm curious about the status of S.P.K. This game is the kind of arcade game that doesn't get made too often these days. So charming and easy to jump into. You mentioned being out of ideas for levels a few months ago. Any chance you may revisit this at some point? Thanks, big fan of your work.
Hey, nice work. Please forgive me if my previous comment about the music frustrated you. I remember several of your titles and experiments having pretty good sounding music. To be clear, no one is expecting a one man indie dev to suddenly conjure up Streets of Rage quality beats. However, while I don't pretend to be a programmer or a music producer, I am aware of the Gen/MD's ability to produce high fidelity music, including samples and fm synthesis. If the system's audio hardware were trash, I never would have pointed out the low sample quality in your last revision. My only regret is the possibility that I somehow took the fun out of your creative process.
I've played most of the projects and experiments you've posted here, and I see the evolution in your game design. I can see that you have big and creative ideas in both the physics and mechanics. Very few devs are experimenting to this degree on the Gen/MD. SpacePantsGames is the one dev pushing innovation, and Safety Stoat Studios is the other. :)
As of this update, the game's mechanics seem to be coming together nicely. I love the new arrow system. I like that I can freeze the green horned goblin thingy or it's pink bullet. On the graphics, I'm not sold on the glitching effect, but I can see that you have a vision for the game so please keep pushing your vision and the uniqueness of your games.
Hey, I feel like this project is really coming together. You managed to make the mechanics feel pretty nice, and the game feels original (bow) while harkening back to some arcade (or Atari) classics at the same time.
I noticed that while testing the game on a couple of emulators that the graphics seem to get corrupted on screen three and beyond. It starts with some discolored walls, and then takes over the screen.
After about ten sessions, my wife and I agreed on a few small issues with the games controls. While she had trouble with the jumping, specifically timing the jump up to smaller platforms, I had trouble timing the power kick, and missing with the kick felt punishing because we were left open to attack if we missed. We ended up abandoning the kick altogether and relying on the punches.
We feel that if you make the jumps a little smoother, and make the kicks more accurate and maybe more powerful, we would be more likely to use them.
Smaller requests would be the following, these are just ideas to make the game feel more flushed out.
1) An opening story screen to give us character motivation. It could be something as simple an a still image of our characters with some text.
2) The boss battle would feel more fair if we had a quick indicator to jump out of it's path. A boss power bar would be nice too.
3) After comparing SPK to Snow Bros. we thought it would be cool if the score for each kill would pop up briefly (where the character dies). This is a minor request but it would add to the feeling of racking up a high score.
Please be encouraged though because we obviously felt inclined to keep on playing. SPK is just a few tweaks away from being a classic style arcade hit.
I shared this post on Sega-16 Discord and it seems to have gathered some interest. Here is the link to the conversation. https://discord.com/channels/516764139608211456/608027227514470400
Okay, I think you have the right amount of credits now. On first try I got to the first boss with some credits to spare. Definitely not too hard for high-score/arcade gamers like myself.
I'll pop this on my flash cart and my wife and I will try to beat it tonight. We have been trying to master Flicky, so I think this will be a good fit.
The numbers up top are fine now because they don't flicker or flash. This game would have been an arcade hit in the mid eighties for sure.
This project really has a great feel to it.