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KirbyTailZ89

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A member registered Mar 08, 2020 · View creator page →

Recent community posts

Hello, good evening.

I'm glad to hear that the rotary jump and the improved visibility, especially the second thing that seems more important to me.

I understand that position, I have used to shoot forward quite a few times where I have pulled a bit of shooting scraping as much as possible to avoid a massive attack for several francs.

About the forest, I know that some enemies attack there, especially snipers tend to use it in the first level for example, but I think that should be a way to make, for example, an enemy appear in that place and shoot trying to kill us in Instead of it being something traversable, and that enemies, like the sniper that we can find before the first turret, could be somewhat annoying, just like a grenadier who, being hidden in the undergrowth, instead of being able to see something of his figure, until I managed to advance a little further, it was impossible for me to know where the grenades were coming from, becoming something too aggressive.

That would be correct but normally, in adventures like Contra, the first level is more to show what you have, and in later levels is when the difficulty of the game begins, since the first level, since I was little, I managed to pass to the second or third time the first level, here I have had about 20 or 30 attempts, if not counting more, and I have not managed to see the final enemy since among the jumps that, as I mentioned, are sometimes not well marked, as if because they are suddenly, something more worthy of a bullet hell, something that Contra at this point is not usually at least in the first installment (if we go to the Megadrive one, if I remember that it is something Bullet Hell), since 3 turrets, several enemies snipers, a couple of grenadiers, and the enemies who spam until the turret is defeated, it becomes hell that even if you push forward, it is quite likely that you will end up taking a few hits.

And I agree with that, currently your project stands out a lot visually, graphically it is very well implemented, and the sounds, such as music taken from the original game, are great, and mechanically you can see the intention, and that is why I want to continue your project closely since I would like to see the progress and be able to test it since enjoying the first Contra in 3D seems most interesting to me.

Greetings and I am glad that you have taken my comments into account, I will be happy to see your updates.

This game has many shortcomings and I see little against it, and I am going to leave you my evaluations of a player who has been playing first against for many years.

Mainly the first problem that I see for him to be a con is his jump, the character usually does a pirouette and his jumps are quite high, in this case I find a character who if he manages to make a good jump I would be grateful, since his height It is quite low and in places that it seems that one can reach, I end up dying not to reach the area.

Another problem is the enemies, since when does a standard enemy last 2 to 3 shots against you? That only happens with those that are mechanized, not with normal soldiers or snipers.

Then the level design needs to be more worked on, since sometimes you don't know exactly which path to take, I will have died on several occasions because I didn't know if I had to jump on one platform or another.

Another thing is the distance of the enemies in front of you, why do the enemies have infinite shooting distance, but your character has a limited distance? That is very overwhelming when the enemies shoot at you without you being able to do anything, and in an area where there are many shots on screen, becomes real torture.

Another is the enemies, why can't the enemies be seen correctly? Sometimes I don't know where a grenadier is attacking me because it blends into the color of the background and it's torture to look for them. In the end it's constant trial and error. unjustifiably for this reason, it would be good if the enemies (the soldiers) had a somewhat lighter color that would make them visible without any problem as happens in the original contra, who do not camouflage themselves.

Finally, the trees, why do you put something that blocks the view if it doesn't even have a hitbox so that you can protect yourself or the enemies can't attack you? I don't know how many times I have died because hey, someone has shot while I was close to one of the trees and the shooting does not stop, when it should since it is a lot of trees.

I will follow the project to see the improvements, since I think it can improve a lot and this is the beginning, but if you are going to call it Contra, at least it has a real essence and not only in the graphic aspect which is where I generally see Contra , and perhaps in the enemies' attacks, but the rest, mechanically, is far from really resembling the NES Contra, enemies that can withstand more than one hit, limitation of shots against enemies that do not have said limitation, but you do have that limitation, evil hidden enemies that you cannot see thanks to their colors that make it difficult to identify...

In short, it is mostly a criticism that I hope will help you improve certain aspects of the game, I will follow the project to see the improvements and that it becomes more similar, apart from aesthetics.

Greetings