Very cool game, and it had a great look to it.
I really admire the fact that you threw the player into a situation in which they were forced to learn controls right off the bat and included graphics to support this - I hate it when games either require you to take a tutorial, utilize a really long and drawn out tutorial, or expect you to know the controls without at least giving you some kind of hint. You used more of a classic way of looking at learning to play games that I think a lot of developers and players have lost sight of.
One negative thing I noticed about the game was that the sand made some levels easy in comparison to earlier (and easier, as one should assume) levels. The level where there are vertical platforms leading up to the exit door and the player is expected to wall jump in between them to reach that door, for example, is made very easy if the player just waits for the sand. I can see how levels like this are very appropriate for Lava Mode, though, which I feel is a great idea.
What a trip! I'd like to see this in an arcade :P
Extremely well done! I was very impressed by everything, including the sprites, the storyline, the music, the gameplay, and the controls! I would definitely recommend this to anyone who loves old platformers; I just wish I had a SNES controller to play it with!
And the author isn't lying when he states that it's challenging. Be prepared for rough waters after the purple checkpoint, and prepare to die when you meet the boss.
I can't wait for the next installment!
Just like Falldown on my calculator, but with color, music, and... fun! I believe that one or two medals would be very appropriate for the game, though!
Great game, and definitely up the same alley as games like Shopping Cart Hero. The only thing I thought could use improvement was the amount of time it took to run the cut scene/high score bar in between actual gameplay - towards the beginning of the game, it made everything very slow-paced. Otherwise, really fun! I enjoyed the length of the game and the upgrades!
That reminded me sooo much of the quickdraw minigame on Kirby's Adventure (and on subsequent Kirby games) :P
I definitely agree with 1N5AN3. A plot/story would connect people to the game more, and his suggestion about different guns and about pushing combinations of keys rather than a single key would make it much more challenging (which gives you a great amount of room for creating different difficulties or levels :D). And as deathmental said, a variety of enemies always helps to keep a game very entertaining. Otherwise, the music was appropriate for the sunniness/cuteness of the setting, the gun-twirling was cool, and the slowdown time that occurred when you were expected to press a key was a really neat effect. I'd love to see another demo before the final version is released; I feel like you have a long way to go, but this is an excellent start in my opinion!
Let me know if you need any help coming up with anything; I think this has a massive amount of potential :D
I'l absolutly call you if help is needed . (do i smell a colab?)
Very well put-together! I loved the variation on the animation, your weapon selection, the fact that getting survivors actually helped you (as opposed to just giving you points), and the humor in the diary/notes.
Excellent, addicting, and flawless for its purposes.
If you like Super Smash Brothers and other character collaboration games, you'll love this! The story lines and interpretations of each individual character are priceless!
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