Very cool game, though it is possible to trap yourself in the stone circle surrounding a thread if you hit the pole from the right. I think there should be an undo button to let a player get out of that if possible.
Prox-Mine-Painter
Recent community posts
I ran into a bug on a new area where a little bit past the entrance, the tunnel curves downward, but the camera seems to bug out and snaps tightly to stick with the height of the entrance rather then moving downward.
It seems to be the right camera type initially as it seems to float to follow the character, but when getting to the curve it snaps to the entrance level and stays there, making it impossible to play onwards without luck.
This was tons of fun! Great controls, great hitbox that's just big enough to let me swerve around enemies without being too easy, and I love the behavior of enemies being different enough, such as the bots not damaging on touch, AND being able to destroy zombies with their shots (Awesome touch.)
Great game!
Edit: Also, VERY good kitty!
For a broken game, this is pretty fun! It needs a little polish and adjustment to a couple of places (Those elevator platforms could go up and down a hair slower, those things make me slightly dizzy forcing the screen to scroll up and down quickly), but otherwise this isn't too bad. I can see it doing well with some continued work to round things out and fill out the missing content.
The chicken mid-boss could use some adjustment so the mini-chickens won't spawn with any speedsters in their ranks.
Good entry!
I'm giving a bug report on the ancient map.
I had found the notes, got the key, then the ancient map and other items, and with Ivy busy that first day, I went and did bar work, slept, talked with Ivy and got that funny clothing removal scene, then after that I talked to her and selected the ancient map, however I got some quotes about teaching a man to fish in order to roger their spouse, then just nothing in the text window.
This texture pack looks gorgeous and I look forward to using it sometime soon, along with others you release!
I would like to give a suggestion for your work for maybe a secondary place of income, or two. I think your texture work is so lovely that it may work beautifully on a site like makeplayingcards dot com, where you can submit designs to place on the back of cards for people to buy, and your textures would be super fun on a deck, maybe with a little extra work.
Vida studio is also a nice place that favors patterns for design submissions for their products, and while they are expensive, they could enjoy your work on some of their products too I think.
Cafepress meanwhile has tons of products, and some would work particularly well such as notebooks, shower curtains (The blue tilework would work nicely with a shower curtain I feel in example), and the picture frame.
I could go on as there are other sites that would like your work, but those three in particular come to mind.
Pretty kickass game so far, good mechanics, pretty tight gameplay, and great sprite work!
A mild complaint: when finishing the boss, I think giving the player a solid 6-8 seconds before the stage finishes is good to make sure they can pick up the point item she drops, just for those score-board types.
Also I think for the last stretch towards the boss, it may be fair to put out a rolling barrel with a time bonus item to give players a little more time, I ended up running out in my run against the boss, and I was hitting her consistently but I still lost a life.
At any rate, this is quite promising, and I wish your team well in development!
Happy New Years by the way!
This is a pretty fun game so far, and I am enjoying it quite a bit. I think I have a few suggestions to offer.
1: I think in the forest you should have the option to hunt a "group" of wolves, so that you can fight 3 or more at a time, giving more powerful players a means to quickly get wolf meat for cash or food. Perhaps this can be counter-balanced however by only letting the player do this about 4 times before a kind of cooldown is required, contextualized by the wolf wild life just scattering to the winds for a time from your efforts. The cooldown could be a solid 24 hours, or maybe even half a day so the player can cover most of the time by resting.
2: Taming a mutant wolf would be awesome, maybe give the player a means to mutate the pet wolf for extra effects like poison or such. The balance against the normal dog is that the mutant wolf goes off on it's own from time to time, possibly right before the player chooses a fight to encounter (But scripted to never happen during say a wait for an ambush from a bandit, so the player isn't randomly totally screwed.)
3: I honestly think the farming job should pay more then 1 gundpowder, even if it makes some sense that it only pays a measly 1 compared to the early sex work, I think giving the player 3 or 5 is a bit more fair.
Aside from those thoughts, this game is very nice, and I look forward to seeing it progress!
THis looks pretty neat, so I'll check it out!
There's an interesting irony here; one of my own ieas (That I doubt I'll ever get into) was for a mod for making a Harvest Moon type experience, called Harvest Hell (WIP). Players would be able to bring this into any map and grow plants to meet a quota to beat a map while fighting against demonic critters and angsty human farming competitors, and their mercenaries.
All in all, this looks awesome, so I will be glad to try it!
This is a solid piece of work that feels like an authentic gbc game,with nice graphics for the simple gbc feel, decent music which could use a little more variety, but is appropriately intense. The gameplay is solid, though I do have a little constructive criticism to bring:
Having the player suddenly respawn to the far left when they take a hit and lose a life is a bit jarring; I think it's better to just leave them where they are as the invincibility works decently to protect a player, and perhaps the life icons could have a quick destructive animation (Just say 2-3 frames) so the player catches sight and recognizes they just got hit.
I think the player could be a hair faster, just by a tiny, tiny,tiny hair, as it's not too badly balanced now, but fine tuning it a little could help in the long run to feel a bit better.
Having enemies spawning instantly at doorways leads to annoying instant deaths, especially for the left,right and bottom doors which have no real indication that they are opening, which leads to some very cheap deaths.
Starting each level with exactly how many life points you had when completing he previous floor is a touch too frustrating, as continually restarting a floor with just a single health or two tends to grind a bit much.
I suggest having the player receive at least one life upon completion of a floor, perhaps at a cap of 3 and no more, only allowing the player to gain more life through those small green powerups.
Critique aside, this is quite fun and it has some good promise.
This was all kinds of amazing! Good texture for the maps and translation of monsters and weapons for the limitations, and solid map design.
The hit detection, or hitscan mechanism at any rate for using the shotgun is a little iffy at times, as I have shot at point blank range and hit nothing when aiming dead center, but otherwise it's very solid and enjoyable, and excellent fan game!