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[SH11] db - Green Grappler |
kenmasters1976
Member #8,794
July 2007
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Dario ff said: For reference, this really reminds me of the grapple sections in Super Metroid. Not to mention the final dialog. Quote: The last Metroid is in captivity. The galaxy is at peace.
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Mark Oates
Member #1,146
March 2001
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Unfortunately, I don't have anything bad to say about the game.
...dude... The only negative things I can even consider mentioning is the difficulty of using the grapple, but even that was assisted making the game less frustrating and more skill-based. -- |
Matthew Leverton
Supreme Loser
January 1999
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Maybe I should play more levels, but I thought it was insanely easy. |
Mark Oates
Member #1,146
March 2001
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It was easy, but only because of the flags. And I wouldn't say that's "too easy " but instead "glad I'm not getting frustrated having replay those sections." It's more of a larger single-serving type game. -- |
Peter Wang
Member #23
April 2000
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I finished this two days ago but I still don't know what to say. It's basically flawless. ('Basically' because at one stage I kept dying after respawning, but restarting the level was no big deal.)
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kenmasters1976
Member #8,794
July 2007
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Matthew Leverton said: Maybe I should play more levels, but I thought it was insanely easy. Some levels are insanely easy, some others aren't.
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Trezker
Member #1,739
December 2001
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This game is the winner for me. It has gameplay, level design, puzzle, graphics... But I seem to have a problem firing the grappler up-left. All the other directions work fine. |
Næssén
Member #5,025
September 2004
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Trezker said: But I seem to have a problem firing the grappler up-left. All the other directions work fine. Are you using a 360 controller? That implementation suffers from a couple of dead angels. _____________________ |
kenmasters1976
Member #8,794
July 2007
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Trezker said: But I seem to have a problem firing the grappler up-left. All the other directions work fine. That's probably a keyboard hardware issue.
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Trezker
Member #1,739
December 2001
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I'm using a regular keyboard. EIDT:
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Bruce Perry
Member #270
April 2000
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Awesome I did find it a bit hard and frustrating, so maybe the laziness rule should have kicked in sooner. Alternatively maybe just having more levels or more reward between challenges would help; or maybe simply not being penalised as harshly (i.e. only losing a few coins) when you hit something? [EDIT]
I had to figure these things out myself because I realised it was frustrating not knowing them. I don't think most people would realise what was frustrating them; they'd just assume the game was too hard. -- |
weapon_S
Member #7,859
October 2006
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Mark Oates said: ...dude... Just awesome I ran into some trouble I blame the developers, though Auto-aim killed me couple of times[1], and jumping was very slightly inconsistent [2]. References
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Desmond Taylor
Member #11,943
May 2010
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I just can't believe these guys managed to get this done in a 72 hour slot! It's worth while finishing the game for sure |
someone972
Member #7,719
August 2006
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Out of curiosity, is there a specific chip/system that you got the sounds for the music from? ______________________________________ |
kenmasters1976
Member #8,794
July 2007
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Bruce Perry said: Also, I think I'd have appreciated being told explicitly that the grappler direction is basically one of the eight compass directions depending on which arrow keys are held Agreed. I had some trouble due to this on a level. Unfortunately, it was the first level I played and I almost assumed it was impossible to beat. Once I realized that keys affected movement while grappling, the game became much easier and enjoyable. I didn't have problems with the auto aiming, though.
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MiquelFire
Member #3,110
January 2003
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I had issues where up+side didn't work on aiming for some reason (when jumping, either Up or side, not both), or when it did, I was not in a position for the auto-aim to help me grab something. --- |
Næssén
Member #5,025
September 2004
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I'm happy most of you seem to like our game. About the auto aim feature, we wanted it to not be so noticable, so players would think that they are good at aiming. It probably needs some tuning before it's perfect. Also, level design is something that is very hard to do in such a short time. I remember I thought that the first level would be very easy to complete when I made it but it turns out I was wrong. There really isn't enough time to play through games made in competitions like Speedhack and TINS to notice level design flaws. someone972 said: Out of curiosity, is there a specific chip/system that you got the sounds for the music from? I used Milkytracker to compose the music. The samples are mostly made with Milkytracker as well using the sample editor to draw samples, generate samples or use a combination of drawing and generating samples. To play the music, we use the excellent Dumb library. _____________________ |
Trezker
Member #1,739
December 2001
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Well I managed to complete the game. I'd like to see volume control so I can listen to other stuff while playing. |
Næssén
Member #5,025
September 2004
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Trezker said: Are you gonna continue working on it? We usually never do. One exception is Ballz which Per - together with a friend - ported to Flash. However, this time I might make an exception as I think we ended up with a really nice game. Volume control would definitely be a good feature. _____________________ |
titonbrujah
Member #11,156
July 2009
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A custom level editor would be a good idea IMHO Just saying 8) <My Allegro projects> |
Næssén
Member #5,025
September 2004
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titonbrujah said: A custom level editor would be a good idea IMHO We used Tiled, so editing levels is a piece of cake. _____________________ |
titonbrujah
Member #11,156
July 2009
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Congratulations on best overall ^^ <My Allegro projects> |
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