Music by Zandy
Art by SingleShot
Code By SingleShot
Thank You And Have Fun!
⌨️Keyboard | 🎮GamePad | Action |
---|---|---|
--------------------- | --------------------- | --------------------- |
⌨️Arrow Keys | 🎮 Left stick | Walk |
⌨️Z | 🎮A | select / Jump |
⌨️X | 🎮B or X | Shoot |
⌨️S | 🎮right trigger | Select Next Gun |
⌨️A | 🎮Left trigger | Select Last Gun |
⌨️ESC | 🎮Start | Pause & options |
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Patron
Really fun game. Nice mega man throwback with some really cool mechanics and enemies. This was done so well. I wish there was a boss at the end, but I still loved it. I also like the checkpoints. I could never do the original mega man games cause I suck at platformers too much, but I could do this one to an extent. Fantastic job.
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Patron
It's short, but I really enjoyed experimenting with the different weapons. On that note, I think a found a
bugspeedrun tech with the rocket launcher and the confusion effect. Seems like boosting with the explosion while you're confused can send you on the opposite side of the room :DSubmittedWould You Rather
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Lv. 13
Very polished feeling game! I included it in my GM48 compilation video series, if you’d like to take a look. :) https://youtu.be/sv7QWHTrbUo
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Lv. 16
More polished than the original megaman, which is nice. All the side effects were a fun addition and of course fit the theme perfectly. I guess its ok there was no boss since I'd get murderated anyway.
SubmittedYukon
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Lv. 43
Thanks for the feed back.
Not sure about the polished bit, i made only one level on hardware a thousand times more powerful lol.
the side effects from monsters is something I added last minute to fit the theme better, the original idea was just the secondary effect of the weapons.
really wish I did have a boss, but i didn't have any decent ideas for one.
ether way glad you liked it.
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Lv. 5
Always love Mega man style games, even if I'm really bad at them, good work on this one! Just a minor thing I noticed, the jump seem to last the same amount of time even if you hit the ceiling with your head, you won't go any higher but it looks like your character sticks to it for a while.
SubmittedReach the Output
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Lv. 43
Thank you for the feed back!
yeah megaman is pretty fun platform base.
as for the jump think, I did that (left it as is) on purpose. its not really harmful and it makes tight jump with low ceilings a bit easier. all i did was not force vertical speed to 0 if you bonk your head. the ceiling stops you from moving upwards, and gravity slows you down as normal.
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Lv. 12
A really nice experience. I can feel you put in a lot of effort for this one, especially for the art stuff. I also really like the approach to the theme, with each enemy causing a different side effect when they hit you, same with the pills. Shame there isn't a final boss but I can relate :( (mine's final boss is just a raid of enemies)
SubmittedNeo Food Fighter
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Lv. 43
appreciate you playing the game.
making platformers are kinda of my bread and butter at this point. and NES style art takes so much less time to make, so thats nice.
honestly the enemy and pill items side effects were things I added in later on to make the theme more apparent.
I really wish I had an idea for the boss, this theme did not jive with me at all. if I made a boss I would want to put as much work in to it as I would the level. but with no good ideas to build a boss that fit the themes I just left it out when I got to the ending.
glad you liked it so much.
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Patron
A really great mega-man style game, with an equal amount of mega-man difficulty! I like the lightbulb moments when I figured out how to do certain puzzles or cross certain paths as well and it plays really well on a game-pad, great graphics and fitting music - overall solid entry! :)
SubmittedMoon Stealers
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Lv. 43
I didn't think I made it that hard.
the main idea was the weapon side effects, like how the sng gun can let you hover, or the shotgun can let you double jump. at first I was planing to make about 3ish levels where you unlock each gun by beating them. (like megaman) but that fell though because game was having less to do with the theme by the moment. so I added in the status effects from the enemies.
funny enough I program the controls with game-pad in mind. to the point that the functions is use for asking about player input I named after the control button. also I plan what buttons to use based on how it would feel to use them on a game-pad. keyboard controls are just map to what feels right after the fact. lol
anyways glad you liked it.
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Lv. 46
The side effects were pretty interesting, but I would have liked it if the level/enemy design forced you to use all of the guns. Besides the pit near the start there didn't seem to be a lot of obstacles that needed a specific type of gun, though the guns did make parts a lot easier. The one that sends you flying backwards was fun to use :D
SubmittedSynth Rail
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Lv. 43
thanks for the feed back, the main reason the levels are not designed for the different guns is because you originally didn't have all of them at the start of the game. you unlocked each on by beating a boss (like mega man).
so the levels would build with the idea you only have the smg if it was the first level you chose. with extra paths or secrets in the level if you happen to have the right gun at the time.
as the multiple level idea fell though I just unlocked all the guns from the start because I already went though the trouble of making them.
I also thing the rocket launcher is fun to play with.
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Lv. 4
It's a really good game as always, wasn't expecting the megaman-esque game with the theme tbh!
SubmittedAlchemist Ascension
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Lv. 43
the megaman thing was not planed. it just kinda happened at some point and no one stooped to ask why.
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Lv. 6
The multiple guns were very neat, as well as the "side effects" cool twist on a classic concept.
SubmittedBody Invaders
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Lv. 43
thanks for the feedback.
I like the idea of the main weapon having extra uses that are not obvious.
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