Thank you! Watching the game plays is really helpful. You can interact with the bike and the door with up. I deffinitelly have to make prompts for stuff you can interact with.
If you want some feedback, you could show an UP dpad prompt when the player is able to interact with something/enter doors. Should be able to take care of that with a single flashing sprite. That will help the player with the controls rather than experimenting in-game. Having the Dpad prompt hover over the item will help the player know what they are interacting with as well. Also, consider knocking the player back if they decide to go right at the start, rather than pick up Jessica first. Perhaps your sister can remind the player of their objective - go into the garage and get Jessica - in case the player is getting confused or rushed through the text and missed the objective during the initial dialogue cutscene.
I do want feedback, thanks. Yeah, I've been on the fence of the "up" prompt for a while, in one hand I like having the cleanest screen possible and I feel like "up to interact" is 2D gaming 101. On the other hand I always forgot that we gamers mass through text and miss extremely obvious things xD. I'll do something about that.
About him going to the right, that's on purpose, I like letting the players be somewhat free, and also that way they can see the parallax effect and city before the change happens. And now, if you talk to her, she will remind you of the current objective. But you are right, for all the stuff I stated in the first paragraph, xD. I think ill let people go there, but she will remind you the objective when you try to change scenes the same way she tells you to wait once you have Jessica.
This is a vertical slice-is first draft of the game, so you can start seeing how it feels and I can start receiving some feedback. Tat way I am able to fix stuff to make it better while keep working on the game.
I am working hard on the animations of the game, I haven't seen many gb sprites so big moving like that, and with so many different moves, I hope you try and like him.
As a very early build there are a few bugs and glitches so please, be patient while it grows into the game I intend it to be.
CONTROLS
BASIC MOVES:
Attack: B
Combo attack: B, B, B
Dropkick: B while on air
Sweepkick: B while crouched
Wallslide hit: B while wallsliding
Uppercut: B while holding up (ground and air)
Elbow drop: Down while on air. Can break the gorund behind.
Slide: A while crouching. Can go through enemies.
Tackle: double tap left or right. Can break stones in front.
Run: Hold B
Select: Drink beer (heals 1/3 if beer available)
Up: climb, interact.
Go down platforms: down+A (at the same time)
METAL MOVES
Mindblower: down+B. Hits everything in front for big damage. (Costs 1/3 metal bar)
Thunderstrucker: up+B. Hits everything above for big damage. (costs 1/2 metal bar)
CAMERA CONTROLS.
Press left or right while crouching to move the camera in that direction. It will stay locked in that position until you turn around. The camera will also move a bit further in front while running.
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I featured your game on my website, as part of my "Giga Groovy Games" collection of modern indie classics. https://erikhoudini.com/the_crypt/arcade/
Whoa! thanks a lot man! I hope! a classic is maybe asking to much, but ill be happy if people who play it remember it fondly!
nice arcade
Thank you! Watching the game plays is really helpful. You can interact with the bike and the door with up. I deffinitelly have to make prompts for stuff you can interact with.
A darle caña tio!... finalmente lo subiste
Oh hell yeaaaaaaah! Been watching your gb studio progress. Super crazy stuff you are doing with tileswapping
Thank you very much! I am no programmer, but I am an artist, so trying to play to my strengths! glad it shows :)
That playable cutscene at the end was glorious! So well done!
Thanks a lot! glad to hear that! I plan to have little cutscenes like that to transition between the different "worlds".
If you want some feedback, you could show an UP dpad prompt when the player is able to interact with something/enter doors. Should be able to take care of that with a single flashing sprite. That will help the player with the controls rather than experimenting in-game. Having the Dpad prompt hover over the item will help the player know what they are interacting with as well.
Also, consider knocking the player back if they decide to go right at the start, rather than pick up Jessica first. Perhaps your sister can remind the player of their objective - go into the garage and get Jessica - in case the player is getting confused or rushed through the text and missed the objective during the initial dialogue cutscene.
I do want feedback, thanks. Yeah, I've been on the fence of the "up" prompt for a while, in one hand I like having the cleanest screen possible and I feel like "up to interact" is 2D gaming 101. On the other hand I always forgot that we gamers mass through text and miss extremely obvious things xD. I'll do something about that.
About him going to the right, that's on purpose, I like letting the players be somewhat free, and also that way they can see the parallax effect and city before the change happens. And now, if you talk to her, she will remind you of the current objective. But you are right, for all the stuff I stated in the first paragraph, xD. I think ill let people go there, but she will remind you the objective when you try to change scenes the same way she tells you to wait once you have Jessica.
Thanks for the feedback!
That looks very promising already. Looking forward to update :)
Thanks! I hope you had fun with the prototype!
This is a vertical slice-is first draft of the game, so you can start seeing how it feels and I can start receiving some feedback. Tat way I am able to fix stuff to make it better while keep working on the game.
I am working hard on the animations of the game, I haven't seen many gb sprites so big moving like that, and with so many different moves, I hope you try and like him.
As a very early build there are a few bugs and glitches so please, be patient while it grows into the game I intend it to be.
CONTROLS
BASIC MOVES:
Attack: B
Combo attack: B, B, B
Dropkick: B while on air
Sweepkick: B while crouched
Wallslide hit: B while wallsliding
Uppercut: B while holding up (ground and air)
Elbow drop: Down while on air. Can break the gorund behind.
Slide: A while crouching. Can go through enemies.
Tackle: double tap left or right. Can break stones in front.
Run: Hold B
Select: Drink beer (heals 1/3 if beer available)
Up: climb, interact.
Go down platforms: down+A (at the same time)
METAL MOVES
Mindblower: down+B. Hits everything in front for big damage. (Costs 1/3 metal bar)
Thunderstrucker: up+B. Hits everything above for big damage. (costs 1/2 metal bar)
CAMERA CONTROLS.
Press left or right while crouching to move the camera in that direction. It will stay locked in that position until you turn around. The camera will also move a bit further in front while running.