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M'gen

M'gen


This project is a platformer, action game.

Story: A sorcerer going to Slime Land to regain his childhood, but the slimes didn't friendly like the past...

Features:
- Checkpoint&Respawn system, you don't have to walk all the way again if you die.
- Attack cooldown, delayed movement. Make the game more realistic
- Boss fight. Yeah, there's a boss in the game.

Screenshot:
screenshot1.jpg

screenshot2.jpg

PLAY THE GAME
(please play it on Chrome)
 

Jason

Awesome Bro

I'd love to have made a platformer but for now I'm sticking with my top down game, it's quicker to make so it gives me more time to work on adding stuff to it rather than getting all the basic stuff down (Besides I don't even know how to make a platformer yet, lol)

I love the graphics, got any more screenshots you could share?
 
Thanks Jason! Best luck for your project too!

Even many things have done but i still don't know if it's fun to play or not. And yeah, i think i'll post more screenshot today.
 
That looks really cool 01lifeleft. I also read that you made the graphics yourself. I'm impressed.
In addition you already used 82 events. I hope the limitation of 100 events won't affect your game.
I'm looking forward to see the next updates. :grin:
 
Thanks anthonykojima! Sorry for slow reply but i'm really busy right now (running an unofficial C2 forum with my dudes, and still not going anywhere yet.)

I added the first demo video of this project, enjoy! :smile:

http://www.youtube.com/watch?v=kC_UwWFLW0c
 

Jason

Awesome Bro

Wow that was very... epic. Seriously, how am I supposed to compete with that?!

Although 92 events used... yikes lol, although I guess once you've got all your events done you can just reuse them over and over to make more levels and such... right?
 
Yes it's true, the "include event sheet" feature really is convenient. Actually i think i can reduce some events, my event sheet now is a mess lol.
 

onzephyr

Awesome Bro

I really do like the visual style you have going in the demo. Giving some feedback the only thing that felt off was a delay in my jump, I found myself jumping to late for what I wanted. After a few hits I got into the rhythm of pausing then jumping so it worked out. but it did take time for me to master. If the action is paced right I can't see it hindering anything. But if you plan on more fast paced platforming or jumping and fighting at the same time. It may end up feeling like a slow control, because by comparison the shooting is fluid and fast. I know things change rapidly in a demo, and it's a minor thing but I had to pick something because otherwise I found the demo to be fantastic.

By the by It only took me 3 lives to figure out I need to use the frog to jump. I'm kind of slow :huh:
 
Thanks for your great feedback, i'll try to improve the speed of the game.
About the frog, maybe i'll made it more fat.

Hope i can see more feedback from you later. :thumb:

Language barrier stopping me from saying whatever i want. :down:
 
Looks like a very nice engine you got there... I like the jump charge thing, if I might call it that. In fact, your whole engine looks very solid and nothing like the default, 'fiddly' platform behaviour. You must've either put a lot of work into all those custom behaviours, or I'm missing something about the default platform behaviour :D

What I really don't get is that timer thing that appears at some point... care to elaborate? ^^
 
Thanks for the kind words! You're right, i made it different from the default platform, that's why i reached 95 events so fast. :cry:
I encounterd alot of bugs and much time for fixing.
 
Hahaha, Mozart's Strassburg. Love that song. Can't say it's totally appropriate, paired with the visual style of the game, but you have good taste in tunes anyway :)

You need to be able to shoot your little windball dealies faster. And there needs to be some method of regen'ing MP, perhaps over time; if it's your only method of defending yourself, then it has to be rechargeable. Otherwise players will wind up like me, getting excited about it and using it over and over again, until they meet the first enemy and realize they don't have enough juice to do anything about it ;P
 
Ohhh, I see. Yes, it's much more playable now. I can't seem to get over to that other lillypad after the frog, though ... I really recommend adding lives or checkpoints, so we don't have to worry about winding up at the very beginning of the level after every death ;).

PS: The frog is adorable btw <3
 
trông hay đó, đã làm xong chưa hả 01left, nhớ post lên cả scirra arcade nhé ^^ chúc thành công nha. À , trong video lúc mà luyện trưởng có số đếm ngược để làm gì đó ?
 

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