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ducko game

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dcco:
im glad you liked the ending the whole story was kind of random. thank you so much for to playing my game  :dancedog:

i will check out launch4j when i got time, just gotta check what version of java im using, and ill probably try to fix the other bugs along with it.

SquareWheel:
Man, I just don't have the platforming chops anymore.  Can't do the side path up the rockets at Sexton Villa.

So the game is really cool, ducko!  Sorry I haven't played very far - I'm dealing with some renos and insurance nonsense that is taking up a lot of my time.  But I like what I've played so far.  It immediately reminded me of Cave Story which is a very good thing.  I like the dashing mechanic a lot.  It felt good to discover I could go through walls and find a secret GER* that way, before the game actually explains the mechanic.

*Yes the 3x3 pixel font is a little hard to read.

The running to get more jump height thing confused me as well.  Figured it out just after the froggo, which was the first jump to require it.  I was curious why when I jumped against the wall, I seemed to gain less height.  Practiced it and realized I only needed a very short runway to get more height.

At first the camera shifting when turning left and right made me a little dizzy.  I got used to it before too long though.  I think it's required to see further in front of you due to how quickly some enemies can move.

Regarding inputs, I kind of felt X should be used for accept, and Z for back.  At least that feels most normal to me.  When I got the second gun I tried using number keys to swap between them like hint said, but that didn't seem to work.

Is there any way to go fullscreen?  Or even a 2x/3x mode would be cool.

You can kind of get stuck in these little holes.  With enough jump spamming you can escape though.
Spoiler: Mistakes were made (click to show/hide)
I feel like the mechanics you've implemented really lend themselves well to finding secrets, so it should be a lot of fun to explore levels.

Also the music is jammin'.  Had to turn down my sfx a little bit just so I could turn up the music.

dcco:
Thanks! Glad you're liking it so far. Yeah I'm happy with how the teleport dashing works with secrets. The way I approached hiding things how sometimes you see parts of levels that are inaccessible and wonder what's over there, and then figuring out how you could using the wall-dash mechanic to actually get there.


--- Quote from: SquareWheel on June 02, 2022, 10:14:53 PM ---Man, I just don't have the platforming chops anymore.  Can't do the side path up the rockets at Sexton Villa.

--- End quote ---

That's ok, the difficulty of the secret gems is not really calibrated at all, that one is pretty hard to get.


--- Quote from: SquareWheel on June 02, 2022, 10:14:53 PM ---At first the camera shifting when turning left and right made me a little dizzy.  I got used to it before too long though.  I think it's required to see further in front of you due to how quickly some enemies can move.

--- End quote ---

This is actually interesting feedback. The dynamic camera is inspired by Cave Story, but it moves more slowly when you switch sides I think the correct answer to this is to just make the screen bigger, although idk if I'll do that here because I would have to change a bunch of other stuff (backgrounds, cutscene art, textboxes, etc). I will look into including some kind of magnification / fullscreen setting. (Actually: technically it's already magnified x3 just to make all the pixel art visible.)

At controller input - the buttons can be remapped with config.jar (which gets saved into a config file). I'll have to make it more clear how to use it though (and also make it executable :U) I'll probably have some time next week to finally make a second beta build so I can share with my normie friends lol

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