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Koaske

Member Since 10 Jan 2007
Offline Last Active Mar 01 2016 05:05 PM

Posts I've Made

In Topic: Shadowmerge - an Innovative 2D Stealth Platformer

11 September 2015 - 05:43 PM

Thank you for your kind comments, Guadalcanal! :) I hope you'll try the rest of the levels, as well.


In Topic: Fighting Game- Gameplay Updates+Data Menu!

24 August 2013 - 10:44 PM

The game has a smooth feel to it :) The moves already look and feel quite nice, even though the graphics are currently stick figures. I also like how there are various different moves and they're quite easy to perform even though I don't personally have much experience playing fighting games. I'm interested to see how the later versions will turn out. What are you planning to work on next?

 

Oh, by the way, the video demonstrating different combos is a great idea! It really shows the player what you can do in the game.


In Topic: Puffer Snack

31 December 2012 - 03:09 AM

Glad you find the game fun! Some of the graphics are hand-drawn, while some aren't. Most of the graphics were made by skilled artists and not by myself, so I don't know the full creation details about every single piece of artwork in the game.

Also, thanks for the video! That game indeed has the same basic concept as Puffer Snack... but otherwise is quite different.

In Topic: Endings Of The Ugly

29 December 2012 - 11:16 PM

I knew to expect quality from this game! I still have good memories of your previous project I played (the one with the orange).
The concept you've come up with is interesting, and despite the fact that you're traversing the same areas again and again, the game doesn't get repetitive. This is because the areas aren't too big and the key events/items/creatures are placed close to each other. The feeling of exploration is very strong in this game! Excellent work with that :)

Of course, the game wouldn't be complete without all the randomness, weirdness and crazy dialogue. You'll keep a lot of players playing the game simply because they want to see what kind of madness you have in store for them next.

For example, in the hat ending, I knew what was coming, because I was warned beforehand. Still, I couldn't help but smile. :)

The graphical style you chose is nice because it's unique and personal. However, one drawback I find about the style is that it tends to have a little bit too much shaking. While the shakiness goes hand in hand with the 'ugly' theme of the game, I still find it somewhat irritating.

I rate this 9.5 / 10, and +1 for you :)

In Topic: Hoard Public BETA 01

29 December 2012 - 10:20 PM

Alright, I tried your game and completed the main game... I guess? When I exited the outdoor part of the grey castle, I got taken to a room with a lot of skulls and a score, which is another gameplay mode, I suppose. So I guess you were using room_next and the game ran out of main game rooms, lol :biggrin:/>

In any case, here's some feedback for you:

*Intro: I found the text to be a bit unclear and messy. And indeed, it didn't state which button to press, so I think you could add it there ("press Z")

*I really don't like the light flashing at rapid speed in the menus. The worst was the high score room with the red flashing bg. To me, it was just annoying, but for some people, it could be a major problem. Please spare the epileptics!

*Okay, so I get to playing the actual game... Before I even get to realise I can move, I'm already killed by an enemy... Wouldn't call that fair! :D

*Where is my pause key? I want my pause key! =(

*The clouds in the foreground are kinda annoying as well because they cover so much ground and many times just distract the player. I got used to it, though. It was a bigger problem in the beginning and will not probably help reeling in new players.

*The screen keeps on scrolling after you die IF you have left/right pressed. Can be fixed easily though.

*Controls are very tight and the character does exactly what I tell him to do. The only 'problem': when hitting, you can't immediately jump when the hitting is taking place. This same way has been used in some successful titles before, though, so I suppose it's just a matter of opinion. I'd still prefer if the attack animation just stopped and the jump would begin right away.

*The music is very fitting!

*The sound effects are very pleasurable to listen to! Nice work!

*The graphics are very detailed and look like a lot of effort has been put into making them. For example, there are a lot of pretty particle effects like the rain drops and the coin sparkles. The backgrounds are also detailed and rich in color. Good work! :)

*I have one complaint about the graphics though (besides the distractions mentioned before): In The yellow/brown area (3rd section, underground palace or something like that) it's a bit hard to tell which part of the level is background and what you can jump on since the coloring of both bg and the actual objects is very similar.

*I think I was able to start a new game with no music playing if I kept on switching between the game window and another windows... Though I'm not 100% sure on this. It was the first time I was playing, so I thought there just wasn't any music.

*Not sure about the enemy spawn method... most of the time I'm only running behind or away from enemies. For example, in the first level I was just running behind two skulls for the whole level.

*Speaking of enemies, there are barely any enemies in the whole game after the first two sections? The only enemies I found after this were near the very end of the game.

*SERIOUS BUG: Try sliding underneath a block (run and crouch) and you'll get stuck (see the picture). Remember how this was handled in Super Mario? If Mario got stuck like this, he was pushed out from below the block. Try any classic Mario game to see what I mean. Also make sure that the character gets pushed out to the correct side. Otherwise, this could be used as a shortcut. Another option would be to take the slide away altogether.

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*The conveyor belt in 2nd section feels a little out of place since there's only one of them.

*BUG: Jump and try moving against a corner as you fall down. If you hit the right spot and keep pressing right/left (depending on which side the block is on), you'll be able to stay in the air near a corner of the block and won't be moving to any direction move.

*Why have an energy bar if I die in one hit anyway? =/


I hope this helps! You have a good foundation to work on, but it was a bit hard to judge the game as it is, because this is definitely a game that needs enemies. Currently, there wasn't really much to do, other than collecting coins (of which I had no idea how many I was carrying or what I could do with them...)

In any case, I'll check the future updates!