DarkBloodbane
Creator of
Recent community posts
I have 2 thoughts on this:
1. Codes by AI could be stable or unstable. Sure, it might work the way you wanted it to be but it might be unstable in certain conditions. It gets worse if you don't know how they work or how they were coded.
2. Do we know where AI learned coding? if it's from shared codes, it might be okay. But if it's from codes in which the coders don't want others to copy from, that's not okay.
My first suggestion is to give unlimited ammo for whatever gun player could wield in this game. This will allow player to express themselves freely without worrying about ammo.
Speaking of gun, my second suggestion is to give various guns for players. At least these 3 guns:
1. Default gun, shoot rate = medium, knockback = medium, damage = medium.
2. Shotgun, shoot rate = low, knockback = high, damage = medium to high.
3. Ingram, shoot rate = high, knockback = low, damage = low.
As for enemies, currently I have two types in my head:
1. Chaser; this enemy moves horizontally but will always face player and try to touch player to damage player.
2. Upshoot; this enemy moves horizontally while shooting upwards periodically. It doesn't care where player is meaning it won't chase player.
I've played this game as promised. Here's my best result before I get bored:

In general, the game is good but it needs many improvements to make it better.
Here are my feedbacks:
1. Please remove the AI generated image above. Half of the information is false there.
2. Red enemies should use red color for their projectiles. This is to prevent conflict with gold items.
3. Speaking of color, heart items should be blue color to prevent conflict with red enemies.
4. Remove the light FX on score. It doesn't serve any purpose AFAIK.
5. Enemies should not spawn in instantly. They should give clue or fade in to give chance to player to react.
6. Enemies spawn should start at low number then gradually get higher and higher. This is to give easy start for new players and give challenge for good players who could survive long.
Hi there.
I have one game for you to play : Krago's Kuest.
I really want to know if anyone could complete this metroidvania.
I'll play your game in return.
First and foremost, I play a game because of gameplay. If the gameplay fits me, I'd keep playing for hours more. If I really love the gameplay, I might replay the game again someday.
The second reason for me to keep playing is usually progression and stuffs to discover. There are couple games whose gameplay is ok but there are multiple stuffs to discover so I keep playing.
That's about it. Story isn't enough to compel me to keep playing. Art and atmosphere are never my reason to play any game. Regular updates and new stuffs won't matter if gameplay doesn't fit me.
There's no game which surprised me recently yet.
Ow, so it is already like this in the original.
Anyways, I'm not stuck there. I'm stuck after Mort reached the other side.
The switch to call the lift is above but Mort can't stay there because he has to open locked door for Phil to get to the lift. To open that door, Mort has to drop down multiple platforms with spikes then flip a switch. Unfortunately, after flipping that switch, there's no way for Mort to return to lift switch cause his jump in frog suit is not enough.
There's nothing Phil can do after passing through unlocked door since there's no switch to bring the lift.
So what should be done there?
I'm interested with this job though showing samples of puzzle design work I've done would be tough. I haven't made any top down puzzle levels for some time but I had made puzzle levels for Fire Leaf Water (one of my games).
I'd like to ask about the editor, what is the required specs to run the editor?
I always love coop game like this so I gave this game a try.
That being said, I feel like the game is kinda crude in level design. Some early levels are completable but some requires rough tactic which may not be known to most players.
My suggestions are :
1. Make early levels as tutorial levels with no holes and no traps to teach Mort's and Phil's abilities.
2. Add sign near exit to tell player that is the end goal.
I'm currently stuck in level 6 in which I couldn't bring Phil up because Mort has dropped to ground floor to open the door for Phil.
First person in red : left punch, right punch then power kick.
Second person with club : right punch, weak kick then club smash.
Third person : left arm attack, right punch then left smash.
Fourth person with guns ? : single shot with any gun, double shot with 2 other guns then multi shot with all guns.
Fifth person with rifle : single shot, single shot then charged shot.
I have design plan in my head before making my games. So when I have done doing the making part, I test it to feel the gameplay and make adjustments to make it good enough and fit my design plan. That's how I know my games are good enough or not.
IMO over polished is when a game has received too much polish which is not needed.
It's hard to say. For games without save feature, 2 hours is long enough. But for ones with save features, I could play for 10 hours or more.
The question would be is the game compelling enough to play? and if it is, are there any new stuffs to discover for playing more?
If the answer to any question is no, player would start feeling the game is too long.
If any of you is interested in joining a group for game jam, there are many jams here. One is going to start in 2 days : Brackeys Game Jam.
You should post your offer there.




























































