Thanks for trying it! It's a different kind of game than most (controlling a character only indirectly), so it sort of has to have unusual controls. Hopefully the updated description clears up some confusion about controls and the instructions the robot understands, but it's definitely not a game for everyone.
tech_hutch
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Thanks! I'll have to tweak the zombies. Another idea I had was having them respawn. And bats just fly straight, they're a very one-time enemy. I didn't get around to it, but I wanted to change them to swoop down and chase you like the flying demon things in the original game (which I haven't really played either).
You actually can exit the editor. Just open the menu (the "..." button) and there's an option to quit. Perhaps it was too dark to see it's a separate button from "Copy Code".
A nice level. It fits the cover well. I'm guessing it's running on the Doom engine?
The intro and ending text are too fast. Hitting things with the scythe, especially the pumpkin heads, seems janky. I like how the skellies dance.
You can get out of bounds pretty easily by jumping up the water at the start. There are clock and vampire icons under the starting location 🤔
Also, the ending played twice and started the game again, twice.
I like the concept and the graphics. Something about the execution rubs me the wrong way, however. Fumbling in the dark with a single arrow that you have to physically reclaim is tedious, and it's quite annoying how the slow text starts over with every death. I found the ghosts confusing, and they add to the unpleasant trial and error.
FYI, there's some anti-aliasing on text and buttons on the title screen that introduce an extra color.
Congrats on your first game!
It took me a while to figure out that this game has fall damage. At first, it just seemed like I was dying to invisible things. The 1-bit graphics are nice, but make it harder to tell what's going on.
There seems to be a bug with the fall damage, it sometimes kills me for very small falls, particularly after respawning at a checkpoint. Perhaps you forgot to update a variable in that situation.
It feels unfair for a checkpoint to force you into an almost impossible section because you missed a secret passage. Unless you can get back up somehow.
私は日本語を勉強中なので、理解の助けになるかもしれないので、これを翻訳してみます。日本語が下手ですみません。
最初のゲームにおめでとう!
このゲームで転落死できる理解するのに時がかかりました。目に見えない物のせいで死んだと思いました。1-bit graphicsがすごいけど、見にくい。
転落死のバグがあるようです。特にcheckpointにrespawnする後、短い落下ので死にます。もしかして、variableを変えること忘れました?
隠し通路を見ないので、checkpointゲットので、戻れないことが不公平ですね。
Sorry the game didn't click with you. I think I'll take this opportunity to explain some of my design choices, for anyone who's interested.
Personally, for this kind of game, I prefer arrow keys + ZX. It's common for emulators (e.g., NES/SNES) and RPGs (e.g., Undertale). The game also supports controller, and if I continue development on this, I'll definitely add key remapping.
The problem with WASD, at least as the default control scheme in this kind of game, is that it's not clear what keys should be used for actions. If there's just jumping, the space key is a common choice (although not my preference in a 2D game), but this game has attacking too. I've seen people use the numpad, but afaik it's not that common. I've also seen some jam games use WASD + left/right mouse buttons, so I suspect those may be defaults in Unity, but unless a game also uses mouse movement in some way I kind of hate that. (For the record, I think the controls in your game were well-chosen.)
About the falling speed. I wanted the character to have a sense of weight. I also give the player a lot of control over their jump in ways that may not be immediately obvious. You can adjust the height of your jump by how long you hold the button, and you can release it to quickly start falling.
A fun little metroidviania. I found a couple issues:
When the game is fullscreened, the text gets gray anti-aliasing pixels. It looks perfectly non-AA at the size in the embed however, so I didn't remove points for that.
Trying to jump back up after falling from the double jump room can variously either black out the screen or let you walk outside the map. I thought it was intentional at first, since the text encourages you to try the double jump. (Unless there really is a secret there 👀)
I should have said, I didn’t just eyeball it, I copied a screenshot into an image editor to check. (I used that same technique for my game to find places where I accidentally used more colors.) One example is the gun in the lower right has shades of gray. I can post a screenshot later.
Edit: https://imgur.com/a/nRyfdDu It's even in the dithered part. I used the Win+Shift+S tool that's built in to Windows to screenshot the game, which I don't believe adds any extra AA to the image but I could be wrong. Does the game have a built in screenshotting feature?
It looks like your game is drawing a lot of gray colors to the screen, in addition to black and white (and it looks like it's not just from in-engine transparency, one of the allowed exceptions). I tried the desktop build to make sure it's not just web browser weirdness. I can see you were attempting a dithered look, but it seems some extra shades slipped through.
I got an error when encountering the first enemy: https://imgur.com/MmAWoKe