Posted on November 09, 2014 at 11:08 PM
I'd love some raw criticism on the tracks. It's tricky because I have no idea how it sounds to other people. Surely mixing, drums, tempo, structure, notes, instruments and such could be improved. Could you see it work in a proper indie game with a little polish? Whats the worst things about it right now?I like your music. I haven't played the game thoroughly, so I've only listened to most of them out of the context of the game itself:
Maybe a tad repetitive, but it still works quite well.
I was thinking about learning fast tracker just to rewrite a bunch of songs to chip in order avoid wasting time on mixing and finding instruments. Horrible idea?Lazy idea. Composers from the 80s and 90s would have killed for the control we have over our music today. Honor them. You can do chiptunes with poor quality samples if you really want to or have an aesthetic reason to do so, but please don't just do it out of laziness, you're too talented a composer to stoop to that level.
Lazy idea.Okay, I will not. In honor of the composers of the 80s and all of our predecessors surviving in caves and eating squirrels just so that we can be here today, I will just have to work harder and take your advice to heart. Thanks again for the help!
I assume your level loader just constructs a new player for each room, so that would explain that.Actually nope. :) The player keys state is contained in a global 32-bit integer, I'm practically never newing anything in the engine. The cause of the problem is the switching of game-states, each room change is a mini cutscene (for fading and repositioning the cam) , where I just zero the keys in order for the player not to do crazy things. I could easily just keep separate keys for each game/cutscene-state, but I just didn't.
Wall kickin' wall...I agree, it's awkward. My intentions were not SMeatB's wall kick system (but still a system), because it makes entry momentum somewhat meaningless. I wanted something where jump timing affected the angle and entry velocity affected the force. The directional keys have no play what so ever, but that would probably change if I gave it some more thought. I'd like to slowen the entire game speed a tad too, even if going fast is part of the idea.
Possibly just fade it to black?Good idea, giving it a soft edge.
Your strange level loop might actually make a good puzzle element,...Oh god please no more of those! ^_^ Anyways, you make many good points, thanks for taking the time. :)
Finally, a game that looks great and plays well. The animation was detailed, the controls felt smooth and fluent and the graphics were nice to look at. However I was extremely disappointed that there were no enemies to slash up with that killer combo. You're off to a good start but there is no game play here at all right now. Scoring for the competition version however will have to be low but I will come back and change if/when you add to this. For now, it's a 1/10, great foundation, no game play.I don't think a 1/10 is fair at all considering this is clearly labelled as a WIP and not a completed game.
the simple fact of the day is that this is not a game.Which is why it is posted as a work in progress. That's what we're saying. You shouldn't have rated it as if it were a full game.
Finally, a game that looks great and plays wellWhat Death said