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PikaJade

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A member registered Jul 27, 2020 · View creator page →

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(4 edits)

Loving it so far! The enemy re-sprites are lovely, the level design is fairly good (though the larger screen size does seem to ironically make it feel more cramped by putting more enemies on-screen at a time), and the theming is charming and comes across pretty well.
A few general criticisms:

  • While the enemy variety was in itself about on point, it would have been nice to see some original enemies in there. Maybe replacing one of the unedited enemies?
  • The boss of the intro stage was a bit... nothing? Its pattern was super basic and easy to deal with, and I'm not sure what it was supposed to be a reference to.
  • The fight against Demo Man was a bit buggy - when I hit him and jumped up on the scaffolding, he wound up just vibrating back and forth below me. I'm not sure if I accidentally did something, or if his pattern just straight up doesn't account for the player dodging his attack. He also only seems to have one, which is a bit lame. Its functionality does seem to reflect Demo's personality and playstyle in TF2 pretty well, but I feel like a more fleshed out pattern could portray that better.
  • Also, Demo Man's sprite was a bit small. He's built like a playable character, but Mega Man bosses are meant to be taller, making them both more intimidating and easier to hit.
  • I was a bit disappointed to see that Demo Man's stage was another nondescript desert location, rather than DeGroot Keep. The two levels that are in the game at this point are a bit samey looking, even though TF2 has a variety of aesthetically unique maps to choose from.
  • The green platforms in the sewer section of the intro stage blended into the background a little bit too much. It wasn't hard to figure it out, thanks to the enemies perched on top of them, but it was still a bit confusing. What was a bit harder to figure out was the Rush Jet section, something I think really didn't need to be there, considering that it doesn't even have you dodging anything. It was pretty clever how you used the placement of the Sniper² Joe to clue the player in, though!
  • This game can't seem to figure out whether or not it wants to commit to the 8-bit aesthetic. The graphics are all either faithful to the NES or close enough to not stick out, but the sounds are split between the unedited NES ones and the high-fidelity TF2 SFX in a way that feels a bit unnatural. It'd probably best to choose one and stick with it.
  • Building on the last point, by far the most egregious offender in that respect is the music. Slapping an 8-bit soundfont on an existing MIDI is not a good way to make an NES-style cover - the NES has very specific limitations that every developer had their own way of working with. If you want to make 8 bit music for your game, I'd suggest learing FamiTracker and downloading a Capcom-styled instrument pack for it. I also might be willing to help out in that regard - I'm not the greatest at it, but I am familiar with FamiTracker and occasionally make covers using it for fun.
  • The shading on the weapon get sprite makes it look bad with anything but Mega Man's default palette. It should look fine if you just edit out the shading.

i'm kind of glad i was completely oblivious to the meaning of the thumbnail because the true purpose of this game hit me like a truck

There actually are some powerups! One is a shield, and the other two are alternate weapons. You'll automatically get one if you manage to collect 60 shinies, which is a bit of a tall order. I might make the requirements for getting those powerups different if this ever becomes a full game.

This feels like it could really benefit from a ramped-up difficulty. It seems like it should be chaotic and intense, but everything happens so slowly that it almost becomes a chore. If everything happened more often, I think this could be a really intense and fun experience.

There's no indicator that shooting enemies actually works, so I spent the first few minutes thinking that my bullets were just broken and didn't do anything. There's also no indicator of health, or at least not that I could see, since the view seemed to be all bugged and cropped, and it took me forever to die intentionally while ramming into an eye repeatedly. The music is also annoyingly short and repetitive, and I think the dungeon generation is broken, since I wound up getting stuck in the first level with nowhere to go.

Loads of fun! It's like a classic arcade shmup, but with a far slower pace, since the player can progress at whatever pace they need and is encouraged to defeat as many enemies as possible. The shop system is a great addition, even if I don't know what most of the powerups do. I bought what looked like an increase to a hamburger menu and I still have yet to figure out what that did. :p

Pretty cool game! The controls are pretty solid, and the theme is used to good effect. The gameplay loop is simple and effective, easy to understand and challenging to get a firm grip on. My biggest nitpick is that the dive move is pretty understated - I couldn't really tell I was using it at first. It doesn't really seem to increase the gravity on the player character that much. I understand why that's the case on a game balance level, since the player character being a pogo stick and therefore bouncy is part of the challenge, but it does feel slightly underwhelming.

Sweet! I've started considering some other solutions, but if those fall through and you're still down, I'll send you the .yyz once it's done.

That still excludes Firefox, the browser which I use and which I recommend more people use for the purposes of privacy. Plus, you still can't submit anything from gx.games to itch.io, which would mean I still couldn't submit it to the jam.

Since I don't have a way to pay for any other versions, I'm using the free version of GameMaker for my entry, which can only publish games to Opera GX. As that platform is less accessible, and also I personally just don't like it, I would prefer to export to Windows. In order to do this, I would need someone who has a paid version of GameMaker: Studio 2 to send the project to, have them make a build for Windows, then send that build to me so I can publish and submit it.

It's a bit of a roundabout method, I know, but it's about all I have. In return, I'll give you a shoutout in a credits page, and maybe give you a hand in your project if you need anything I can provide and if I have the time for it between my own project.

While it's certainly not as powerful as something like Unity or Game Maker, Scratch can still be used to make games - I'm not sure how the submitting process works, but there's a website to download a Scratch project as an HTML, and there's probably more converters you can use from there to convert it to whatever you need!