Thank you all for the great feedback.
The game's heavy inertia-based movements seems to clash with the somewhat precise movement needed to avoid enemy fire. Enemies seem to take more bullets to die than they should, and I didn't see much difference in power between the grenades and the normal bullets.
It was difficult telling what the powerups did. I assume you have to collect more than one to get a new weapon, but nowhere did I see information explaining that or something visual showing how it worked.
Yes, you're right on all accounts here. The granades and missles need to be tweaked to cause more damage. The powerup could also use more work. I've been thinking about adding either continue points or a heathbar which will probably make the game more playable.
So I like running muscle men
Who doesn't. Err... wait, that doesn't sound right.
I couldn't make it past the part where you have to climb up the platforms, because when I pushed forward on the corner, my guy was shot back out to the left
Hmm, that's strange, could you explain where this occured exactly? Do you mean the bit with the moving platforms?
For 2D retro games often times you need to fudge the physics and implement it yourself. Don't base your movement on applied acceleration, you want to directly implement a velocity. So pushing right should be player.velocity.x = speed; instead of player.acceleration.x = speed; player.velocity.x += player.acceleration.x; For jumping you should also do the same thing, set an initial velocity, then use a negative acceleration to "pull" the character back to the ground. In this way, it will feel MUCH more responsive!
Yes, you're right but the game is built on top of Box2D so it's a little more complicated.
I'll try to dull out the inertial effects a little bit in the next build.
Oh, and I think your game looks more like a 16 bit era title than 8 bit.
Haha, yes you're probably right.

The animations and all that are pretty spot-on. The music was really good too; though it would fit better if you made lo-fi versions of the songs. It doesn't really feel like an old game though
Yes, I've been looking into this. Found I nice little chiptunes converter program:
http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GXSCCB236/indexE.htmUnfortunately it only takes in MIDI files.
You could maybe reduce the screen size a little bit because it feels like there's too much screen space for the sprites that aren't that big
The screen size is doubled. If it was scaled by 1.5 for example, the pixel art wouldn't look right.
Thanks again to you all and I'd like to mention that we've entered the game into the IGF:
http://www.igf.com/php-bin/entry2011.php?id=236I don't expect the game will win anything but it's a good way to gain exposure.