Ack! Ear rape from quiet BGM followed loud high pitched glitchy noise when Slender Woman goes at you!
Ack! Ear rape from quiet BGM followed loud high pitched glitchy noise when Slender Woman goes at you!
I just love the tongue-in-cheek joke delivery in this game, especially when you see where you are after opening some of the locked doors. The boss battle is the only part that I thought came across a little flat, but the capitalism route's schtick was pure gold.
I'm assuming everything from the base sprite assets up was made during the jam if you're listing Aseprite in the software, and if so then its overall look and feel is very polished for a game made in nine hours. Especially if that includes music. The gameplay mechanics were good for a jam and the difficulty ramped up nicely; the only thing that seemed a little awkward to me was handling the weapon changes with numbers while moving with WASD (the mouse wheel seemed too imprecise), but considering how complicated the controls to Mech Squad will be if/when I get that game ready I'm hardly one to talk ^,^
Also props for replying "git gud" to someone who says the game is too hard.
Yes, all the resources were made during the jam. I've also gave a shot to LMMS for music, which is a really good free and open-source DAW.
Numbers are the standard keys in FPS / TPS games for change weapon, but I agree that they're not very comfortable when you have to do it rapidly.
Even if not listed in controls, you can also use spacebar to switch!
Thanks for feedback man!
It's a really nice looking game but I would've liked to have a save feature in it. The easiest way to do it in Unity would probably be by setting the data in PlayerPrefs and saving whenever the player finishes a level, and when the game loads again checking PlayerPrefs with HasKey and getting the data if so. But be aware that if you do that and then post more updates to the game in the future, players will lose their save data whenever the game gets updated. I found a fix for that so players won't lose the save data stored in PlayerPrefs if you update, and I posted a description of how to implement it with source code at https://3p0ch.newgrounds.com/news/post/1086279 if you'd like to use it.
It's good for a jam game although a little glitchy - sometimes the player would teleport sideways and it seemed to happen when falling off from conveyor belts.
It looks nice, but seems like it's at a pretty early stage in development right now and easy to figure out how to win. It seems like the mechanics might get limiting, but I'm constantly surprised by puzzle games that seem to accomplish a lot with minimalistic mechanics, so maybe there's still plenty of room for the game to grow. I'm interested to see what comes of it, and wish there were a straightforward way for NewGrounds to notify people when updates to an already published game happen.
It probably won't get any more complicated than this tbh, I like the simplicity of just going back and forth seeing who dies first. But I do plan on adding more "Strategy" items and some more elements to battles like status effects.
also probably the best way to get updates on this is to follow me on twitter, If there is a major update for this game I will post it there and others will share it around
Would mosdef recommend allowing arrow/wasd movement
It looks like it'll become a good game. My two cents are that when you're in the natural world at the beginning, I tend to prefer having a keyboard button to attack instead of mouse button to attack, unless the attack is targeted toward the mouse cursor which would make binding to the mouse button more appropriate. Once I was in the rift, getting LMB to control the movable platforms was sort of hit-or-miss and I would often just have the player attack instead of grabbing a platform to move. The very first one messed me up because it swapped the platform opacity when I moved it all the way down to jump on it -- I'm not sure if that's even intentional or a bug but it's very unintuitive and unnatural feeling. It was also a little unintuitive that you could only move the movable blocks while they're transparent but not when they're solid, and I'm not completely sure if that's a bug or a feature (it would be fine to keep as a feature if intended). I could get through the rift until I reached a point where there were two back-to-back vertically moving blocks with the same start and end y-coordinates and I couldn't manage to grab and move either of them (most of the time when I tried clicking on them the player attacked, but I could occasionally click on them and have the player not attack but was still not able to move the blocks afterward), so I stopped at that point.
Hey thank you for your tips and feedback, that will help us a lot in the future!! We choose to put the attack button on the mouse because of the rift! Isnt intuitive to put your hand on/off the mouse all the time(cause we need the mouse to move block in the rift). About the miss click on LMB to move blocks, the window its to small, If you do CTRL + the window game it will be bigger, and the cursor it will be smaller. I dont know if the website has a FullScreen mode, I coudnt find. But that will solve thist problem. About the line limits, was intended, you need to be careful moving the blocks. Try to do the thing with CTRL + and let the window bigger, it will be much easir for you, and let me know if was better! Thank you for you comment, you helped us a lot with that <3
The graphics and sound are a nice retro gameboy-like backdrop for gameplay mechanics based on Castlevania. It really looks like a great retro game. But I felt like the gameplay itself was pretty trivial -- just walk through the level with at most a couple of enemies at a time that were pretty straightforward to kill, without any significant challenge. A mis-timed whip lashing wouldn't really leave you vulnerable to getting hit by enemies. The bossfight I initially kind of liked because I thought that I would need to whip him directly, which would make it pretty hard since I couldn't see a way to predict whether he was going to throw the orb high enough to duck under or not. But after realizing that you could ricochet it back at him, the bossfight also turned quite easy.
Overall, while it's aesthetically appealing, my opinion (take it for what it's worth) is that the enemies and level design could stand to be more difficult.
Looks like I'm not the only one who experienced problems with music crackling in my Godot game, which just started recently. I posted a way to fix it (done on the game dev's side, not the player's side) at
https://3p0ch.newgrounds.com/news/post/1148893
Thanks a lot!
If you like hard games try my Daxolissian System series
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Joined on 2/13/10