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polterding

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A member registered Oct 20, 2022

Recent community posts

(2 edits)

Fun and addictive game and great to see how much additional polish it received since it's AmiGameJam Demo. I play it every evening on my Analogue Pocket (with CRT filter, brilliant!) before bedtime. Feels very complete in it's final, although I would surely support if it gets expanded somewhen.

Three minor things I personally would consider now:

1.) Mayor part of gameplay is to walk the right path to get the first hit on the monsters. However, when you walk against an obstacle you don't move since 'blocked' but enemies still do their turn.

2.) I like that two potions change their effect each time you play, but red potions should be health. It always is and I think this game is the only exception.

3.) To make the rogue playstyle more tactical: Instead of teleporting somewhere randomly, it may always teleport to an adjacent cell of an enemy and grant 100% hit probability for the first strike. Weaker than warrior but sneaky.

That's it. Congrats for release and looking forward to your next game, hopefully 'AMMIGGGAAAH' aswell ;-)

Heh, I found one of these. A door in one room getting you trapped in a wall in another. :)

Apart from that I enjoyed visiting the last dungeon, especially the transition effect and monster/room varity.

A well executed, fun shooter which is probably even more fun with the twin controller, which I just found out it exists and now want one badly :)

Astonishing that Scorpion engine is capable of producing code which runs pretty well on my stock A500 and glad to see how it's showcased here.

Guess parallax is, for performance reasons, not an option but the beautifully repixeled art makes more than up for it.

Controls could be a bit more slick, but maybe the original is just like that, i don't know. (my gold standard is Turrican II eversince)

Congrats and thanks for sharing this WIP! It's looking really good and is fun to play already. Finished on my first run and died early on the second :)

Two thoughts: 

It would be great if the game kind of switches between a 'realtime' and current turn-based mode, so when contineously pressing joy in one direction the character doesn't shortly stop each tile and everything animates fluently. Not sure if that easy to do but imo boosts gameplay and presentation a lot.

There need to be some more gameplay elements like event driven doors, levers, switches, traps (maybe) etc. The floor spikes in one of the rooms indicate you have something in mind already.

Should have come up with this by myself, instead of just looking for a 'donate' button :-)

Looks like a fun little game and even has Linux builds. Plasure to buy this!

In 1991, when I was 11yo I got my A500. Turrican II was the second game I owned and the first one I wished (I didn't ask for Lombard Rally really!). The game's graphics, sound and gameplay were inconceivable and significantly shaped my love for the Amiga to which I'm still, some decades later, somehow addicted to.
To describe my feelings seeing the *definite* version of the game running on my A500mini, my Vampire V4 and first and foremost my A1200 is purely impossible. What a gift!

Hope there's a way to give something in return, is there?! Have a great holiday season!