Hey is this what eventually spawned out the ideas we discussed a couple years ago? It's pretty cool and certainly a good tense shooter, and glad that you put joypad control in there though will you let people redefine the buttons? Even the regular four buttons on the right of a joypad are differently mapped on all sorts of different joypads.
The main problem I'm having with the gameplay so far, is apart from the enemies being a little unrelenting at times (I got trapped in a corner and pummelled), I found it too easy to just rush to where the exit would open, and just stay around that area til I killed 25 enemies and just jump in. I would like more incentive to explore the map more trying to pick up rare items. You probably already got that in mind anyways.
I hate that when I'm side on against a wall the shots from my hand next to the wall hit the wall and get cancelled out which seems a bit cheap. I had a similar issue in my current platform shooter where the upgraded bigger blaster shots I fired, would hit a lil bit of the floor and disappear before hitting the enemy that was coming up to that lil platform. It looked ridiculous and felt like the player was actually being punished for upgrading their gun. I changed it now so that when the bullet checks for walls it uses the it's tiniest incarnation as the mask for that check, and then reverts to the bigger sprite's mask when checking for enemy collision. Now the large blast ignores if it clips the floor or ceiling and continues going on and it feels and looks much, much better and fairer for the player.
That tracker mod you got for the battles is great. I'm sure I've heard those sound samples in old Amiga game tracker mods before.
To be honest I still don't really like the spell creation system and it's one of the things that put me off the original Mage Craft. But lots of people seem to like it so it's ok I guess. I just find it a bit annoying and tedious and especially moreso in this faster action game it seems to just break the mood a bit. Being able to switch between spells with the joypad shoulder buttons would be nice. Works fine in the 16/32 bit Mega Man games.
1. I was thinking about adding optional mouse support for aiming etc. It's interesting to hear interest in it.
Don't do thaaat. It'll turn it into another one of the countless crappy top down shooters that litter this forum. Fast arcade shooters like this are best played with joypad/stick. And a two player mode would be nice too ya know. And let me redefine the keyboard controls to use the Dual X-Arcade (which for some reason despite being a huge joystick, is read as a keyboard). This is certainly a game I can see me and my friends wanting to play on the big TV with the chunky joysticks.
Graphics are pretty cool, and I like the pixelly look. Not so keen on the screen spinning off and fading like that though. Sprites are good. Particularly like the enemies. The trees look good too. The rocky tiles I think could be better and they look like they have a different perspective to everything else. The HUD is good and reminds me of several action rpgs on the SNES.
Anyways, nice work.