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DarkBloodbane

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A member registered Oct 25, 2016 · View creator page →

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Ruvoroid


For me it's 2D run 'n' gun, real puzzle platformer, metroidvania, puzzle and turn based RPG and tactics.

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.

Ruvoroid


Can you show us some examples of your illustrations?

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.

My game's inspiration is Contra series and similar games with same control scheme.

However, I also took inspiration from other games especially metroidvanias if I were making one.

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.

You could reconfigure control for Krago's Kuest yourself in options section. Same goes for windows size.

As for your game, I'll post my comment in your game page.

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.

Ah glad to hear that.

I'll send DM to you.

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?

No, it's a blue insect. It can shoot stings or bubbles in 8 directions.

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.

Ruvoroid


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Hi there, welcome back!

I had crazy idea of making virus scanner game when I was young. It is supposed to be real virus scanner but mashed up with video game.

It sounds great but after I get older, I could understand why no one tried that.

Well yeah. So many devs are making horror, idle, deckbuilder, survivor games, some genres such as arcade are kind buried.

But there are some beatm ups coming.

Your drawing could be used in game development provided:

1. You could draw required images by developers.

2. You could draw within required time window.

#1 also mean you might need to draw outside your drawing preference.

Nice trees! I keep thinking that the left tree is big but I guess this one is not.

Ruvoroid


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.

I find it strange that there are multiple posters asking games with elves recently. The posters have joined quite recent (1 or 2 days ago depending on when you check it) and their first post is this kind of post.

Even stranger, the way they posted is almost similar.

Couple reasons:

1. People can't give proper answer. They prefer not to post at all.

2. People are busy.

All big game devs start as small devs. And they all face competition in the market. So just face it.

Besides, being small game developer, there's flexibility in games which could be made. So it's not a sad thing :).

I never prioritize visuals anyways so I choose optimized.

I think Word Builder sounds better cause that's the impression I get from your description.

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I won't say so. On discord and gamejolt, I saw some gamers posting their gameplay videos and chatting with others. Added with Facebook, gamedevs chats with other devs about many topics.

 IOW gamers and devs do socialize.

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.

Hey, when it comes to images, only player's sprites and items were premade. The background, shots, enemies and bosses were made during jam period.

This is the most fun entry from this jam, aside of mine that is.

I have to question the bomber enemy but the other enemies are good enemies. I really love quake attack from quake knights. It is also what I used to defeat the boss.

The theme is implemented well and can be tried right away.

Too bad the game didn't focus on the boss as expected.

If the boss is the one giving obstacles to jump and slide, this could be better.

Too bad there's no feedback on the boss when our attacks connect. It's hard for me to tell if I hit the boss or not. But I did beat the boss and gained new move from the boss.

That being said, the idea is good. If there were more bosses and feedback fixes, this could be good.

Bahari Bash


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.