5 Reviews:
glow
クオリティーも初制作にしては良く、まぁまぁ楽しめました。
アドバイスなんですが、耐久の前奏が長いので短くしたほうがいいです。DEADブロック?に関してですが、置き方がワンパターンなので少し変えたりするといいと思います。
これからも頑張ってください!応援していますよ!
[0] Likes
アドバイスなんですが、耐久の前奏が長いので短くしたほうがいいです。DEADブロック?に関してですが、置き方がワンパターンなので少し変えたりするといいと思います。
これからも頑張ってください!応援していますよ!
Rating: 5.0 50
Difficulty: 40 40
May 5, 2023
Kelvar
Most of the sprites are engine assets, or scribbles. The game uses the generic Guyrock/Wily themes, but most of it uses more unique music. Sadly, the music restarts on death, so unless you're trying to bait-out possible traps (which fill up the majority of the platforming), you likely won't hear most of the song.
A lot of the platforming in this game is filled with fast flying killer traps, often in long corridors. Long saves and trap-filled sections generally don't go well together, and this is no exception. From my recollection, Stage 1 was the worst offender in this.
There are fake blocks in some parts, but not using the typical engine object. They are just tiles with no collision.
To RYU:
I understand that this is your first work, and for an early game, it holds up alright.
The only part that I really had an issue with was the Miku avoidance. This was partially because of the long intro, and partially because of the waiting periods, and partially because of it's length. For players who aren't using a video, the amount of time and effort needed to beat an avoidance scales up notably with it's length.
If you are rely on traps for your stage design, try to make them a little more unique than flying spikes, fruit, and killer blocks. You can start by using different sprites, and as you improve in coding, branch out into more creative traps. Your fake-out with the screen border was funny in Stage 2, but it was re-used too much, and quickly lost its appeal.
In the future:
For bosses, try to add a bit more variety to them. To make fights feel less static, you can add some RNG-based attacks, or make them choose attacks at random, or both.
I liked Boss 2 the most of all of them, because it required a bit more than just going to different safespots. Boss 1 was the least interesting, because it was all about safespots. I've noted my problems with the avoidance. I don't have much to say about Boss 3, and the final boss was similar to Boss 2.
Consider taking graphics from places like The Spriters' Resource. The quality of a game's visuals has a huge impact on how a new player will perceive it.
Some of your song choices were nice, which made the generic Guyrock/Mega Man/Guy's Fortress picks all the more irritating. In general, it's better not to use those generic songs.
There's only one save-lock situation I noticed in this whole game: You can save in the spot of the upward-moving "DEAD" block in the second screen in the second save. Watch out if you put triggerable killer objects near a save. Good job on not having that situation happen anywhere else.
I noticed the game tends not to set traps at the end of long platforming-based saves, and I appreciate that.
As for the fake blocks, I appreciate not hearing the overlapping sndBlockChange sound from the engine object, but it still would have been nice to have the tiles disappear.
That said, this is an alright game. I wish you well on your future works.
[0] Likes
A lot of the platforming in this game is filled with fast flying killer traps, often in long corridors. Long saves and trap-filled sections generally don't go well together, and this is no exception. From my recollection, Stage 1 was the worst offender in this.
There are fake blocks in some parts, but not using the typical engine object. They are just tiles with no collision.
To RYU:
I understand that this is your first work, and for an early game, it holds up alright.
The only part that I really had an issue with was the Miku avoidance. This was partially because of the long intro, and partially because of the waiting periods, and partially because of it's length. For players who aren't using a video, the amount of time and effort needed to beat an avoidance scales up notably with it's length.
If you are rely on traps for your stage design, try to make them a little more unique than flying spikes, fruit, and killer blocks. You can start by using different sprites, and as you improve in coding, branch out into more creative traps. Your fake-out with the screen border was funny in Stage 2, but it was re-used too much, and quickly lost its appeal.
In the future:
For bosses, try to add a bit more variety to them. To make fights feel less static, you can add some RNG-based attacks, or make them choose attacks at random, or both.
I liked Boss 2 the most of all of them, because it required a bit more than just going to different safespots. Boss 1 was the least interesting, because it was all about safespots. I've noted my problems with the avoidance. I don't have much to say about Boss 3, and the final boss was similar to Boss 2.
Consider taking graphics from places like The Spriters' Resource. The quality of a game's visuals has a huge impact on how a new player will perceive it.
Some of your song choices were nice, which made the generic Guyrock/Mega Man/Guy's Fortress picks all the more irritating. In general, it's better not to use those generic songs.
There's only one save-lock situation I noticed in this whole game: You can save in the spot of the upward-moving "DEAD" block in the second screen in the second save. Watch out if you put triggerable killer objects near a save. Good job on not having that situation happen anywhere else.
I noticed the game tends not to set traps at the end of long platforming-based saves, and I appreciate that.
As for the fake blocks, I appreciate not hearing the overlapping sndBlockChange sound from the engine object, but it still would have been nice to have the tiles disappear.
That said, this is an alright game. I wish you well on your future works.
Rating: 4.0 40
Difficulty: 40 40
Apr 29, 2023