I would like to get some feed back on the game I have been working on (by myself aside from the art) for about a year now.
The game is a retro platformer game probably most closely akin to Mega Man but I hesitate to use that comparison cause megaman series to me is perfection, this is no where near. It is middle to late alpha stage and character art and some tile and environment art and animation is final. Some is clearly not. Most my time was spent tweaking the feeling of the moving shooting and jet packing and then of course in true fashion tearing old systems down and rebuilding them better ha.
Some nerd tech stuff: Built in Unity, using the Corgi Engine. Was using the standard physics 2d engine but was too floaty so I went with corgi. The game feels better but to me lost some of the personal charm. I am building this game cause I have always wanted to make a platformer and was inspired by a tutorial on Lynda.com. The roots are obvious if you ever did that tutorial (some of the art is still in it). Really the main reason to start this game too is to finally FINISH a game, and really wanted to see this sucker on PS Vita (till the PSN Mobile unity support was killed) and was working to get it up and running on Ouya as well (android included).
I am looking for general feed back. I know there are bugs, menus don't work. The are not consistent in some cases and the text will not work right in the web build (it is cut off in some instances). Some of the level design is meh and needs updating and I am working on all that. I have some serious questions on:
- There are currently in this demo two different kinds of weapons, picking them up is what swaps your weapons out. I am debating to give the player all the weapons at the start and make them swappable. The idea is to be a bit puzzle oriented platformer but also action oriented too.
- Is the jetpacking too technical? These levels are not final and meant to demonstrate so the flow and build up is not indicative of final design.
- Any other ideas? I am not a strong level designer but have been reading a ton of books. There are many more mechanics planned but I have yet to code them up and put them in too. Mostly with pushing (or better pushing) puzzles and various other puzzles.
- Does the game feel good? Does it leave you sort of wanting to do more, explore more planets?
- I have been playing a heck of a lot of retro games, and I notice one thing my game just lacks is decent power ups. Aside from weapons (which might goto swappable) and the jetpacks, there are point pickups but that is it, just points even in mario coins have a secondary thing of providing a life. Since there are no lives in this game, only other pickup I can think of is health maybe?!
The design of a game gets interesting when you are funding your own art assets (as I have zero art skills). Makes you choosey about which things you build. Also when you have limited dev time (work two other jobs) you get choosey even about which things to prototype.
I have planned and mostly working 3 types of weapons 4 if you include the normal shot:
Ice (Freeze enemies, probably able to push them at some point)
Fire (Burn past obstacles and clear new paths fires like Heat man in Mega man 2
Electricity - Will light new areas, and energize platforms etc.
I have three jetpacks planned:
Normal one, as in current demo
A dash one: You can jump/fall and then dash to the right or just run really fast to get past speed requiring obstacles or to bash through certain walls.
Under water jetpack: This one works on underwater levels (ever game needs them yes?) but will also allow to be charged out of water and let you aim and release like angry birds bouncing around and killing things in your wake. Also probably used for puzzles...this jetpack as a whole I am still designing.
The planned level count is 24 about. Six planets with different themes and tile sets and about 4 levels each with mini themes in the level. Though again self funding, this might be reduced drastically. As most the mechanics are in the design is now up to level design and enemy design I don't feel are my strong suites, but studying hard to make something interesting.
So screen shots. Links to web and dropbox download after screenies.
Controls D shoots, space jumps. Gamepad, A shoots, Rbumper shoots (fixing that too)
Weblink:(Game levels do not save!)
(needs firefox its the old unity plugin, chrome might work, roll a dice)
http://www.viciousbytes.com/SuperJet/SuperJetWeb.htmlDropbox:
https://www.dropbox.com/s/jreczqqlahxcqw5/SuperJetPack9_14_2015.zip?dl=0