Hello. Thank you so much for this! I have fond memories of this game, and played the heck out of it on my c64. I found this project too late to buy an NES cartridge. Could you include the label photo so that folks can have labels made on Etsy and flash their nes file to a cartridge?
Pixel-Team
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I got a fatal crash trying to launch this in Windows 11.:
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FATAL ERROR in Vertex Shader compilation
ShaderName: shd_color_change
D3DXCompile failed - result
at gml_Object_o_BloomOverlay_2_Draw_64
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stack frame is
gml_Object_o_BloomOverlay_2_Draw_64 (line -1)
The video looks smashing! I can't wait to play this!!
I'm not familiar with the source material, but for a fangame, you put a lot of love into this. The controls are solid. The impact sounds are satisfying, and the music is excellent. Love the nearly desaturated pixel art. I'm really enjoying the game so far, and so glad it saves my progress! Great job!
Thank you very much for playing, and thoughtful analysis. Your frustration was well founded, and I failed to have Pan say he needed to get close to the Rat for his music to work too, which I have since corrected as well. I also fixed several bugs related to how Pan and the Rat move on the platforms, as the Jam version had a few scenarios where they don't stick properly. A much cleaner version is on the way, and I appreciate your streaming and providing feedback!
First off, nice program! I can see this being very useful. My problem is when I create a custom property, I am unable to go back to the "Create New Property Type" dialog and edit the property by either adding or removing values from my custom property. I am only allowed to rename values that have already been added to the custom property. This forces me to obliterate my custom property and make a new one if I want to make more or less values to an existing property.
Great visuals and sounds, and nice and easy controls. After a few playthroughs I started to develop a strategy of staying against the left wall, then move along the bottom wall. I think randomly placing the exit and not letting the player see the board as a whole might help prevent the players from a more limiting experience. That said, the game was fun, and I had a great time playing. Well done!
I had an absolute blast with this game. This is what the arcade version of Tron Tanks should have been. That said, I literally had to quit out by the 22nd wave because I became so powerful that I could drive faster than all the enemy bullets. I became unstoppable. Also, I did get hung up driving too close to the white blocks a few times. That said, very cool game, and I think I could have gone on forever if I didn't stop myself. Great job!
This game looks gorgeous, and I really dig the aesthetic. When it came to the controls however, I was left a bit frustrated. I found myself wrestling with the movement and dash button. And if I were to make a small suggestion, when doing wall jump mechanics, NEVER make it where pushing away from the wall makes you let the wall go. You have to jump off the wall to get to a facing wall. If you push toward that wall, you let go and can't jump. If you push toward the wall you're on, you don't jump far enough to get to the other wall. It's a catch 22. You have to take the directional movement out of the equation for a successful vertical wall traversal. Other than that, great job! I hope you take this one further, because it does show a lot of promise.
This game looked flashy in the screenshots. I like the restricted palette, and the music and voice work sounds nice and old school. However, after several playthroughs, I could not for the life of me figure out what I was supposed to be doing. There's no instructions anywhere. Not in the game, not on the game's webpage. Also, I can't figure out why I'm dying every time. I'm dodging the witch, but for some reason it keeps ending. Help!!!
Let me start with the good. Excellent visuals! I liked the pixel art, and the character looked like something out of Tron. The music was bumpin too. Now for the not so great. For rhythm games, it's hard enough to time the button presses to the beat of the song. Adding the extra element of having to hit the button according to color, while dropping the colors down every different column is a recipe for sorrow. Perhaps I need more practice, but I quickly got frustrated with the controls. Also, the middle mouse button is not a good choice for a button to be pressing for a rhythm game. The middle mouse is intended mainly to roll like a wheel, and only press in certain occasions that don't include a life or death situation. I think the game is promising, but I would rethink the mechanics to break out of the frustration. Good Job!
I was able to get another chance to play the game after your update, and I must say the controls (particularly with the mouse) worked very well for me. This time I got to level 2. I'm going to keep trying until I get to level 3. Again, great job on your game. It brings to mind flying down the death star in Star wars!!!
One of the best games in this jam I've seen. Very polished. Very cool lighting system!! I don't need to get into gameplay because others have covered it well here, so I'll just way Excellent Job. I don't know if it needed the filter over the screen to look good though. But that's a small gripe. This game delivers!!
I really enjoyed this game. You have to die to pretty much get a look at the level, and then have to memorize where everything is to get through it. What a great idea!! I actually found myself placing my mouse where key features were so I could get my jumps and dodges just right. I think you did a great job on this game!!!
Not a bad little game. Very bright and flashy, and the music was great. I liked how the enemies could shoot the straight flyers and turn them into trackers. Some good ideas here. I would rather see a damage meter than use the color of your ship as an indicator of how much health I have left. Other than that good job!