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Comments (7)

What do you think?

Entertaining so far . This can be keep fun for a short game but if you plan to make it longer I recommend to put more complexity on the level desgin than advance from left to right, jump obstacles and shooting enemies .
Also I dont see why this game cant be played with keyboard , should be allowed both keyboard and Pad.

Thank you all for your feedback and suggestions

I give it a 3/5, and here's why.

The art's good. It stays consistent, and fits with the style it attempts to potray.

The controls are wonky. You should either set up a menu for rebinding so that players aren't stuck with the standard control scheme, or you should change the scheme out to a more comfortable one that more people would get (Changing The menu button to select, and changing the fire button to R1 would be two good examples). You should also have the controls shown in-game so that players don't have to reference to the game page for help. In fact, when I first came to this page, you didn't even have the controls listed, nor the fact that you have to use a gamepad.

The gameplay's a tad wonky. Movement is fine, and the friction is what you'd expect out of a NES game. Aiming is a bit strange, considering that the controls use the analog stick for aiming versus the D-pad. The jumping sound plays even if you're in mid-air, which seems to imply that your sound trigger isn't in the same if statement as your actual jump.
Here's some pseudo code demonstrating what I think the problem is:
////////////////////////////////////
if(pressing_space){
if(the ground is below us){
jump();
}
play_jump_sound();
}

It should be:

if(pressing_space){
if(the ground is below us){
jump();
play_jump_sound();
}
}
////////////////////////////////////
Of course, this is coded in clickteam, so I don't think the example I provided above is exactly helpful, but it should give a small amount on insight on the issue. Anyhow, I like the concept with the way you can change weapons as if it were MegaMan. That's cool, and it works well enough. The only issue with that is that the ammunition reloads whenever you progress to a new room. If you can, you should set the ammunition to a global variable so that it's not affected on a room-to-room basis.

The enemies are a tad bit stale in terms of design. You've got flying bees, soldiers, mines, and a ceiling turret. The boss is ungodly easy to beat as it doesn't do much besides standing and shooting. In my opinion, the boss fight should always have an AI more advanced than the standard enemy.

Overall, that's why it gets a 3/5. It's good, the concept is nice, but the controls combined with the lack of interesting content otherwise takes a good amount away from the experience.

meh

Looks intresting.

8-bit gunner prototype
#action



all-ages
Mild Realistic Violence
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