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December 30, 2014, 11:17:03 AM
TIGSource ForumsFeedbackPlaytestingJump/Boxer - 2D action platformer
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Author Topic: Jump/Boxer - 2D action platformer  (Read 508 times)
blaze_epic
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« on: June 19, 2013, 05:00:12 PM »

Download the demo here:
www.indiedb.com/games/jumpboxer/downloads/jumpboxer-demo

This is a demo of a work-in-progress and does not reflect the quality of the full version. Any feedback is appreciated.

Jump/Boxer is an 8-bit action platformer that mixes in elements of fighting games, creating a unique side-scrolling experience that tests the planning, timing, and reflexes of the player.







Trailer:
http://www.indiedb.com/games/jumpboxer/videos/jumpboxer
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karlozalb
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« Reply #1 on: June 20, 2013, 01:10:38 AM »

There is an error on the video:

The video could not be loaded, either because the server or network failed or because the format is not supported: http://cdn.gameura.com/cache/videos/games/1/24/23527/encode_mp4/jumpboxer_trailer1.mp4

Sad
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Noyb
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« Reply #2 on: June 20, 2013, 01:12:21 PM »

Finished the demo. Love the retro style, like a more colorful NES palette.

Level design seemed good. Liked the spikes. A bit too much reliance on near pixel perfect long jumps. Some awnings (the one above hidden spikes at the end of the screen a little before the boss) were hard to visually read as solid.

Had a really tough time with walljumping. Half the time I'm jumping and pressing away from the wall when I make contact, but I walljump vertically instead.

Spamming kick is a degenerate strategy for the combat. Long reach + knockback. Even works on the boss, if you target one of them quick enough.
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blaze_epic
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« Reply #3 on: June 20, 2013, 02:22:32 PM »

Thanks for checking it out and for the feedback! The enemies get harder throughout the game, similar to a fighting game but balanced to work better in a platformer. For the wall kicks, I found that holding away while jumping towards wall works well. Trajectory cannot be changed in mid-air so you won't have to worry about that restricting your jump. Let me know if that works any better.
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Jrap
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« Reply #4 on: July 11, 2013, 02:37:59 AM »

Daym those pixels are hot!

+Consistent style and colour pallette, made it seem more like a 'world'
+nice animations, made movement extra satisfying
+use of graffiti as tutorial! really clever idea that's not too fourth wall-breaking, and fits the style of the world, far better than a pop-up tooltip!

-Aspect ratio/resolution. I got uneven black bars either side of the game on my 1366x768 screen, it's cool to have the game in a different screen size, but centering it would help
-Felt a little confused by the movement system at first, made me a little  Hand Any Key Who, Me?, but soon got the hang of it once I understood what sort of game it was. If you change that starting area to make it more obvious, don't sacrifice the graffiti, I love it!

Don't stop, this has amazing potential!
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