When I played the game last time I wasn't aware that you can grab crabs! That intro is a very good way to show what your character can do.
Got to wave 11, crab-tan showing up just to get extra punch is very satisfying, new items help a lot (I think +HP was not present in previous demo?), sometimes punching upward won't flip the crab but nudge them off the platform.
I had fun and have no bugs to report. It's a little too hard past wave 10 so nerf pls (or spawn more items). Maybe you could also modify level a little between stages? Move platforms a little, fill one hole? Add a powerup that makes one floor solid for a fixed amount of time? I have to say that I've never played Mario Bros. long because levels stayed the same but palette swaps kept me mildly interested, so maybe also add that.
Anyway, I wait for Super Crab Puncher - get that one screen moving! :P
Lots of small audio bugs: music not restarting when unpausing or punch sounds disappearing after a while, desynched enemy attack sound when they're attacking the floor.
One time the game got stuck on level 4 and never went to level 5:
Got repeatedly filtered by wave 15.
The brick area you hit when punching from below doesn't seem to be consistent: sometimes you will jump at a crab and the blue bricks are much smaller and you'll nudge the crab forward instead of stunning it which is very annoying because that crab goes from ammo to problem. idk if it's supposed to be a mechanic and I didn't get it.
Rebindable keys would be great I usually play these kind of games moving with WASD and doing the rest with my right hand.
Sometimes enemies spawn from the side of the screen instead of doing the normal drop thing. Sometimes hitting the enemies with an upward punch changes their direction. I think this is intended but occasionally it doesn't work, although it might be some wonky physics where the enemy is technically changing direction but is in mid-air except too close to the wall to fall until the knockback from the upward punch has ended.
I wish punching kept a smidge of momentum instead of stopping you completely.
I'm curious about the audio issues, do you remember what you were doing before it started happening? Were you playing the browser or windows version? I've tried spamming the pause key while playing today and couldn't recreate it.
For the wave softlock issue, do you remember what the last enemy was that died and how they died? Did nodev-tan show up to gloat that wave?
I can confirm that the upward punch causing them crabs to change random directions is a bug lol. I never bothered to fix it because I thought it spiced up gameplay a bit. Your guess is pretty close to the cause, the way I coded the tile bumping feedback was really jank.
For WASD controls, which buttons do you think would work best for punching and jumping? The ability to remap controls was on the list but I didn't have enough time to get it in.
Sorry, can't really remember what happened prior to those bugs I reported except that it was the browser version. I'm on a different computer right now and the music not resuming after the pause isn't happening.
For WASD controls, which buttons do you think would work best for punching and jumping?
Yes I didn't read the page at first, I'm a g*mer what did you expect? Only thing I didn't initially figure out was the upwards punch, and I still think you should be able to hit the PYW block with a regular punch. Got to wave 11, I swear I could've beaten it if there was controller support. Had fun.
that intro is very, very good. it adds a lot of charm to an otherwise simple game. same with how crabchan taunts you as you tackle a wave, it's not needed but it adds personality.
as others have said, i think the back-to-back waves get tiresome. since it's 15 waves, every 5th could be a boss encounter of some kind - just something to break up the standard pattern.
your art style is very charming and nice. i'd totally play a bigger game with art of this quality
Feels way better than the last time I played it, but I accidentally hit the PYW a few times when I didn't mean to. New power-ups are nice. 15 waves do drag on for quite a bit, though, I felt it had already run its course around wave 6-7 (died on wave 8). The enemy variety is appreciated, and most of them bring meaningful differences to the table, but the jumper just feels like a slower normal crab.
-Good intro. It's short n sweet, gives a reason to beat up the crabs, and shows off some moves you can use.
-Gameplay feels more solid than last I played, and being able to see where they will land adds something to watch out for besides who you're killing at the time.
-Being able to punch the queen crab for score when she taunts you is good fun.
-Played a round and got to 6/15. Would have gotten further but since I didn't read the controls I didn't know I had to do a button combo to jump into the PYW.
-Charge punch charge could be more obvious, the small speed up in the animation isn't always obvious for when it's ready to release. e.g. change the swish's color or make the speed difference larger, etc.
-Could use a couple level variations, feeling a little tired of it. Haven't gotten any further than 7 though. Focusing on the bats first didn't work.
-Got to 11, or I think it doesn't tell you the round # on the dead screen. Got more used to the uppercut for picking up then throwing enemies. Seen what I assume are all the enemies now. Decent variety, and I only just realized the spawn icon also shows which enemy it will spawn, nice.
- The player's running physics have been tightened up (for real this time). Yesdev-tan should not feel nearly as slippery to play as in previous DDs.
- A new hitstop effect was implemented so punching should feel more satisfying.
- Implemented some short cutscenes. You can skip them by pressing the "Z" key.
- Added a new enemy type, the pilot crab.
- Added items and a new hazard.
- Nodev-tan returns as the boss of arcade of mode and will show up between waves to laugh at you. You can knock her away to get bonus points.
Known Bugs:
- High score between arcade and endless mode are not separate. So if you play endless mode long enough you'll never be able to get a high score in arcade mode.
- Some sprites, most notably the crab enemies will sometimes have a weird graphical flicker. I'm 90% sure this is a sprite snapping issue (thanks Godot).
- No sfx in cutscenes. Not really a bug just didn't have time to add them.
A tutorial is one of the features I also didn't manage to add in time so I highly recommend giving the game page's a quick read to get familiar with the controls.
Comments
When I played the game last time I wasn't aware that you can grab crabs! That intro is a very good way to show what your character can do.
Got to wave 11, crab-tan showing up just to get extra punch is very satisfying, new items help a lot (I think +HP was not present in previous demo?), sometimes punching upward won't flip the crab but nudge them off the platform.
I had fun and have no bugs to report. It's a little too hard past wave 10 so nerf pls (or spawn more items). Maybe you could also modify level a little between stages? Move platforms a little, fill one hole? Add a powerup that makes one floor solid for a fixed amount of time? I have to say that I've never played Mario Bros. long because levels stayed the same but palette swaps kept me mildly interested, so maybe also add that.
Anyway, I wait for Super Crab Puncher - get that one screen moving! :P
Lots of small audio bugs: music not restarting when unpausing or punch sounds disappearing after a while, desynched enemy attack sound when they're attacking the floor.
One time the game got stuck on level 4 and never went to level 5:
Got repeatedly filtered by wave 15.
The brick area you hit when punching from below doesn't seem to be consistent: sometimes you will jump at a crab and the blue bricks are much smaller and you'll nudge the crab forward instead of stunning it which is very annoying because that crab goes from ammo to problem. idk if it's supposed to be a mechanic and I didn't get it.
Rebindable keys would be great I usually play these kind of games moving with WASD and doing the rest with my right hand.
Sometimes enemies spawn from the side of the screen instead of doing the normal drop thing.
Sometimes hitting the enemies with an upward punch changes their direction. I think this is intended but occasionally it doesn't work, although it might be some wonky physics where the enemy is technically changing direction but is in mid-air except too close to the wall to fall until the knockback from the upward punch has ended.
I wish punching kept a smidge of momentum instead of stopping you completely.
Lots of fun overall.
I'm curious about the audio issues, do you remember what you were doing before it started happening? Were you playing the browser or windows version? I've tried spamming the pause key while playing today and couldn't recreate it.
For the wave softlock issue, do you remember what the last enemy was that died and how they died? Did nodev-tan show up to gloat that wave?
I can confirm that the upward punch causing them crabs to change random directions is a bug lol. I never bothered to fix it because I thought it spiced up gameplay a bit. Your guess is pretty close to the cause, the way I coded the tile bumping feedback was really jank.
For WASD controls, which buttons do you think would work best for punching and jumping? The ability to remap controls was on the list but I didn't have enough time to get it in.
Thanks for playing!
Sorry, can't really remember what happened prior to those bugs I reported except that it was the browser version.
I'm on a different computer right now and the music not resuming after the pause isn't happening.
I use WASD and JKL for 2D games like these.
Only thing I didn't initially figure out was the upwards punch, and I still think you should be able to hit the PYW block with a regular punch. Got to wave 11, I swear I could've beaten it if there was controller support. Had fun.
that intro is very, very good. it adds a lot of charm to an otherwise simple game. same with how crabchan taunts you as you tackle a wave, it's not needed but it adds personality.
as others have said, i think the back-to-back waves get tiresome. since it's 15 waves, every 5th could be a boss encounter of some kind - just something to break up the standard pattern.
your art style is very charming and nice. i'd totally play a bigger game with art of this quality
keep up the good work
Feels way better than the last time I played it, but I accidentally hit the PYW a few times when I didn't mean to. New power-ups are nice. 15 waves do drag on for quite a bit, though, I felt it had already run its course around wave 6-7 (died on wave 8). The enemy variety is appreciated, and most of them bring meaningful differences to the table, but the jumper just feels like a slower normal crab.
-Good intro. It's short n sweet, gives a reason to beat up the crabs, and shows off some moves you can use.
-Gameplay feels more solid than last I played, and being able to see where they will land adds something to watch out for besides who you're killing at the time.
-Being able to punch the queen crab for score when she taunts you is good fun.
-Played a round and got to 6/15. Would have gotten further but since I didn't read the controls I didn't know I had to do a button combo to jump into the PYW.
-Charge punch charge could be more obvious, the small speed up in the animation isn't always obvious for when it's ready to release. e.g. change the swish's color or make the speed difference larger, etc.
-Could use a couple level variations, feeling a little tired of it. Haven't gotten any further than 7 though. Focusing on the bats first didn't work.
-Got to 11, or I think it doesn't tell you the round # on the dead screen. Got more used to the uppercut for picking up then throwing enemies. Seen what I assume are all the enemies now. Decent variety, and I only just realized the spawn icon also shows which enemy it will spawn, nice.
Keep up the good work.
crabs got me
Major changes since the last update:
- The player's running physics have been tightened up (for real this time). Yesdev-tan should not feel nearly as slippery to play as in previous DDs.
- A new hitstop effect was implemented so punching should feel more satisfying.
- Implemented some short cutscenes. You can skip them by pressing the "Z" key.
- Added a new enemy type, the pilot crab.
- Added items and a new hazard.
- Nodev-tan returns as the boss of arcade of mode and will show up between waves to laugh at you. You can knock her away to get bonus points.
Known Bugs:
- High score between arcade and endless mode are not separate. So if you play endless mode long enough you'll never be able to get a high score in arcade mode.
- Some sprites, most notably the crab enemies will sometimes have a weird graphical flicker. I'm 90% sure this is a sprite snapping issue (thanks Godot).
- No sfx in cutscenes. Not really a bug just didn't have time to add them.
A tutorial is one of the features I also didn't manage to add in time so I highly recommend giving the game page's a quick read to get familiar with the controls.