I have an idea to make a game like Faceball 2000, which was a first-person-shooter on the Game Boy. Obviously, I'll keep in mind all of the limitations, like the controls being up/down to move forward/backwards, left/right to turn and B to shoot. There'll be no shading to match how Faceball 2000 looks and a shader to quantize colors to just 4. If this is allowed, what'd be allowed in terms of frame rate? Faceball 2000 ran at around 5 FPS, which I know many people cannot tolerate, but would 20 FPS be ok? 30? 60? Uncapped?
Plide
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I love the movement mechanics. They remind me quite a bit of Mega Man X and Zero! I love chaining dashes together and especially dash jumping! Only feedback I have is that it seems like the music doesn't follow the NES limitations accurately, as there seems to be FM synthesis in the Music, something the Genesis was capable of, but not the NES (it has 2 pulse channels, a triangle channel, a noise channel and a DPCM sample channel.) Slashing enemies feels great, and thanks to the forgiving hitboxes and great movement, you can kill most weaker enemies without breaking the pace. So satisfying!
To be honest, I'm not too sure what the slide was meant for either. The lead developer told me to add crouching sprites and I programmed in the crouch, then he later told me to add sliding sprites, so I replaced the crouching sprites with sliding sprites. The crouching sprites end up going unused for this reason. Maybe he had plans for later on that weren't communicated, but I didn't have any ideas for the slide either, so it's kinda just left in as an unfinished mechanic.
I had a fun time shooting the drones! My final wave was 8 with 215 drones killed. A mouse sensitivity option would be great, since even at highest DPI of my mouse, it feels quite slow. There's also lag whenever I am shooting bullets. It's still a perfectly playable framerate on my computer, but not quite ideal. It may be because I still use a slow hard disk for storage or some issue with Wine running this game on Linux. If they aren't already, do make sure the bullets are being instantiated with preload() instead of load(). Moving the cannon feels great and it's really fun watching the drones blow up! Great use of the theme, too!
Thanks for your appreciation! Fun fact: It's more specically a Game Boy Color styled game since the vertical resoultion is 144 pixels and the music and menu sounds use the wavetable channel (unlike the NES' triangle channel), as well has hardware pitch sweeps for some sound effects. They're just tehnicalities at the end of the day though. Thank you very much for playing our game!
Huh, I've never noticed it during testing, would changing loading the scenes (the individual attacks are scenes) from load() to preload() fix it? I'll upload the updated version (fixes lots of bugs players have found) after the jam voting period ends as well as the project files. Otherwise, do you have any tips to avoid preinstancing stutters?
Do you mean the black screen that happens before the boss? That's due to rendering a frame including all shaders (while the screen is fully black to hide this) to prevent stutters when she does each attack for the first time. I forgot to make the object responsible for pre-loading the shaders queue_free() after the fade in starts, so there is some additional lag on lower-end devices for 4 seconds (that's how long each effect is active for). I'll fix this in the post jam version. Thank you for playing!
Thanks for letting me know! I was able to complete all levels! One thing that may need to be fixed is that the game's speed is extremely slow if you run it at 60FPS, but it's nice and fast with an uncapped framerate. I haven't used Unity in a long time, but I believe you can just put the ball's scripts in FixedUpdate() instead of Update(), or multiply everything by Time.deltaTime to have the speed not depend on the frame-rate.
It's ambitious and impressive to see a multi-phase boss in a game jam! I do feel like the attacks need more telegraphs, since I pretty much had to just take random hits due to the lack of cue for any of the attacks (slowing down the projectile speed or making the player's movement more responsive could be a good alternative). 100 HP for the player does seem excessive at first, but with the lack of cues for the attacks, I only had like 15 or so HP by the end, so I guess it was actually a fair choice. Would love to see some audio, there are some websites that have public domain (free to use) sound effects and music if you don't feel like making your own! jsfxr is also an easy-to-use web tool for generating sound effects. Really enjoyed the creativity with some of the attacks, like the one that flips the screen, the pushing walls or especially the lava crushers!
Very satisfying visual and auditory effects when punching an enemy! I love their animations as well, as it's very intuitive when the enemies will attack, thanks to the good animation design! My main gripe is that the arena is much too big, as it's really easy to just circle camp and hit-'n-run the large cluster of enemies following you, and the difficulty scaling only effects enemy spawn rates, not their speed. Very good 3d models for a first time! I love the flat-shaded low-poly style!
Love the use of both FM synthesis in the music (plus Sega Master System noise) giving it a Sega Genesis sound, in combination with a visually coherent pixel art style! It's nice to see 16-bit chiptune, as I feel it's especially underappreciated in games, since many 16-bit pixel art games use modern sound design.
Had a fun time platforming! I can see the One-Way-Platforms were inspired by Super Mario Maker, which it's always cool to see references to games! I'm not a fan of SHIFT+ SPACE to high jump; I feel it'd work better to make high jumping the default, as there's no reason not to high jump, since you can just press SPACE lighter if you want a shorter jump. The game at times feels like a clever Mario Maker level, and that's a good thing! I especially like the obstacle where you hit a button in the middle of a spinning blade zone!
Very fun top-down magic shooter! I like the lighting effects, and the bosses are very well fleshed-out in terms of attack patterns! Some feedback I have is there not being animations and sounds for lots of things (like damage), but that's understandable considering the time. That and sometimes when dying to spikes, it's really easy to die again and switch elements more than you want to. (perhaps a slight pause could help with that). I love paper-like style for the bosses, very endearing! Overall, a great game! I hope this game places highly in the jam!
That's a good idea to add a visual (and auditorial too) indicator to collecting a checkpoint! A fun fact is that the checkpoints were ONLY indicated by a small point-light with no particles until pretty much right before submission, but I added particles since someone in the server said the lights weren't a very clear checkpoint indicator.
About the bug where you have to close and re-enter full screen, was this happening with the Web, Windows or Linux build? When running the Windows version with Wine on my linux system, the audio gets glitchy after transitions, but it works perfectly on actual Windows computers.
Pretty fun and relatable (in an exaggerated way), if real conversations were simplified to cards like this game, that'd be awesome!
There is a soft-lock when the emotion meter runs out. The game just freezes with the girl having no dialogue. No inputs do anything, other than alt + tab out of the game or alt + f4 to close.
Fun little puzzle game! One thing that's awkward is trying to move diagonally. It's usually optimal to move diagonally, but if you don't press the two directions at almost the exact same time, you'll move cardinally as well, which wastes water. One fix might be to make it so you have to press a button while holding the direction to move, so diagonal inputs aren't an issue. I really love the vine and flower effects when you beat a level!
I like the super high jump and jumping to appearing blocks. Fun fact: Heat Man's stage from Mega Man 2 is likely a color-swapped sewer stage, as the stages were developed before the robot masters were picked. I feel like the flashlight isn't too helpful, since its light cone is very narrow, but it does work well at scaring the monsters!
The platforming with the slime ability is so fun! I can just click and move with it so intuitively! I especially love the cannons. They remind me a lot of the Donkey Kong Country games! The chases were especially fun, the fact I got through them on my first go is a testament to how good the game's controls and level design are!
Not sure what the objective is. The game title and description says its to unclog all of the canals, but it also says you don't want the river to get too high. I just unclog some canals until the river starts carrying the construction worker. Eventually the river got so high the bottom of the river was visible, and then eventually was offscreen entirely. I like the weight the aiming controls have to them though!
(For those who haven't played this yet, this comment contains spoilers!)
Fun little horror game, I can tell a lot of effort went into the presentation! It has a proper intro cutscene and ending, and even splash screens for the jam! One issue is that most of it was set-up, with the only real scary part being the ending chase, though there are some random death pits earlier on. The random dead end if you go the wrong way in the chase felt less scary, instead more frustrating. You kinda just knew that your fate was sealed since the skeleton was not far behind. I really dig the jump scares, they do a great job at setting the atmosphere!
I feel like there should be a harder mode, since it took quite a while for the game to get challenging. My best score was 63073. The way you click the notes reminds me a lot of the attraction Boom Tunes from Bomberman Land: Touch on the DS. With some music, I feel like this would be a great rhythm game!