On December 07 2009 11:37 Duke wrote: damn i thought people were just blowing smoke but this is awesome. i like the acceleration/deceleration time of running, and spamming that gun is lols
It's a fun game overall but I have a problem with couple of things such as: 1. There is a delay in movement. For example, when jumping, there is a delay when you press space bar and the character actually jumps. So you have to pretty much predict where you are character is going to be after the delay when you're pretty the arrow buttons. 2. The graphic for the bullet is kind of sad. 3. The overall graphics is good but don't you think it's a bit...brown? I think it's more refreshing when there's neon green or some other colour instead of just warm, brown colour. Maybe black and neon green background or something.
That's it for now but it is definitely a fun game...I'll be playing a bit more =o
Biggest comments I'd make are that it feels too easy to climb almost-vertical surfaces by just jumping into them, and the fact that you can slide up walls by holding into it and spamming shots at a shallow angle into it. For instance, the section at 1:10 in ForAlways's video can be done marginally faster by sliding up the far right wall to the top and then blasting to the left straight over the stack of boxes.
Wall jumping is currently done by jumping while shooting at a point against the wall and 1 or 2 character lengths below your guy. I almost skipped a large section of the game this way, but apparently, the insta death layer works both ways. =P
I can't get the giant expanding shot to appear reliably. Shots normally expand, but are usually travel fast enough that they don't have time to get very big before hitting something or going offscreen. These particular shots seem to be launched with a lower velocity, giving it time to become huge.
Oh, and I managed to make a door go through the wall:
I didn't manage to blast myself through the wall - I just did a wall climb to get the screenshot.
That was a ton of fun. I like all the different ways you made the player use the explosions as part of their movement.
For some reason I occasionally got propelled really high/far on some of my jumps. I couldn't figure out the criteria (it only took me 10 minutes to beat), but there's some sort of Super Bounce possible in your game. Not a bad thing, but I'm sure not intended.
On December 07 2009 12:49 number1gog wrote: That was a ton of fun. I like all the different ways you made the player use the explosions as part of their movement.
For some reason I occasionally got propelled really high/far on some of my jumps. I couldn't figure out the criteria (it only took me 10 minutes to beat), but there's some sort of Super Bounce possible in your game. Not a bad thing, but I'm sure not intended.
When he showed the game in his livestream he said that that very high boost was actually a bug =D, still is great
On December 07 2009 12:49 number1gog wrote: That was a ton of fun. I like all the different ways you made the player use the explosions as part of their movement.
For some reason I occasionally got propelled really high/far on some of my jumps. I couldn't figure out the criteria (it only took me 10 minutes to beat), but there's some sort of Super Bounce possible in your game. Not a bad thing, but I'm sure not intended.
When he showed the game in his livestream he said that that very high boost was actually a bug =D, still is great
D'aw there was a tutorial/demo? I feel left out...
Just downloaded and played for a few minutes. It seems pretty fun, although if you build up enough speed you sometimes get rediculous vertical leaps. (Like most of the part where you have to shoot the platforms) and also horizontal leaps (like when you have to jump across the spinning platforms)
I think it's a bit hard to see where you're aiming, especially if it zoomed out a lot. the gun jumping in the last section was a bit tricky to do because I'd accidentally shoot in front of the char or not right below it. Some visual clue in which direction you're aiming would be nice and maybe replacing the cursor with a crosshair or something like that.
I think you need to define what the "end" is. Is it at the exact moment you land on the last platform? Is it when you cross a certain vertical line? What would be defined as "crossing"?
Very fun. I don't consider it particularly hard, but that's because the main platformer I've played is IWBTG, which is like death in a can. I love the physics engine, and I've had a lot of fun just jumping around even after beating the level.
Speedruns for this game would be really fun, but "minimalist" challenges sound like they'd be even more fun: for example, I'd like to see how few times you could fire a rocket and still win. No respawning allowed, of course - start to finish in one go!
Speaking of which, an option to turn off the respawn points would be nice, just so I don't have to keep manually restarting the program when I try this.
On December 07 2009 13:51 CaptainPlatypus wrote: Speaking of which, an option to turn off the respawn points would be nice, just so I don't have to keep manually restarting the program when I try this.
In addition to this, are there plans to implement a level/checkpoint select? I'm lazy, so I don't really want to run through the first part of the level to get to the gun.