Okay.. I couldn't wait.. I completed it at work. Haha I was really impressed with this demo. Graphics and music were great! Lots of amazing coding that I have no clue how to do too!
Only bug I came across was those small guys that shoot at you.. sometimes you shoot them and they die.. and sometimes you shoot them, they start to die, but go to their next action of shooting at you.
Only constructive criticism is the final boss of the demo was super easy. Maybe have some holes in the floor and other monsters to interfere?
Otherwise.. two thumbs waaaaay up.
Thanks for the feedback! Glad you enjoyed it. When you say the small guys, are you referring to the jumping Skeleton heads? I'll check it out and see if I can figure out what's causing that.
The boss is admittedly very simple and can be easily cheezed to death. That, and finding a middle ground between easy and hard with the first boss has been a bit tough thanks to how NESMaker 4.1.5 handles auto-scrolling. One wrong change of the action step on and it the boss freezes in place and loses all collision. The other bosses in the full game don't have this problem however since they're designed a lot differently.
I think I've got a better boss pattern to make it more challenging. I might be able to post an update of the demo once again tonight if it works without fail
Intro is brilliant. It's really fun too.
The game froze straight after I ran into a wall with the wrong character. As soon as object changed to the two characters together it froze here...
View attachment 3878
The second time I ran the game it didn't happen (im using mesen).
I like that the jumps are quite hard and not very forgiving, it made me want to keep playing. However, on the second stage, the jump up on to a higher plaform seemed to need almost pixel perfection. I restarted about 5 times to get to that point and ended up giving up. Maybe tweek the jumps slightly, not a lot, just needs that little bit extra in my opinion anyway. See what others think. Too much and it would make the normal jumps too easy.
Thanks for the feedback.
I haven't come across the game freezing on those tiles before. I'll see if I can repeat that glitch and see what's causing it.
You're right though, the jump to the higher platform is pretty precise. If it's ruining the flow of the level for everyone I'm definitely willing to adjust it.
I had a lot of fun with it. The only critical points would be the high difficulty of jumps and enemy placement early on. Other than putting in the shoot wall mechanic in later levels, not much room for increased difficulty if that makes sense?
A agree about the boss. The movement and animation is on point but it's too easy to just button mash until it's dead.
Enemy's that take 2 hits would give some variety to later levels.
There's a lot more variety in the later levels that expand upon the stuff present in the demo. Breakable wall mechanics do play a part in that of course. But for example, there's more advanced AI Enemies and different platforming obstacles create more unique/difficult challenges. Bosses get more advanced as well.
Honestly though, it's a bit of a dilemma releasing a demo for the game when there's so much more fun/challenging stuff happening in the full game that I cant really spoil
. In the full game, the levels that are featured in the demo mainly serve the purpose of easing you into the rest of the full game and getting used to the mechanics since they do advance a bit all throughout.