Kick The Colonel (Demo)

PewkoGames

Member

Finally got a new (NEARLY finished) demo done. HUGE thanks to SciNEStist and Dale Coop for helping me figure out most of the code and to kevin81 for transcribing the music I composed.

Things we need to add:
Difficulty modes. Right now you can toggle between the 2 but they don't change anything.
End Cutscenes depending on which character you beat the game as
Maybe a password system that you can change the skin of Col. Hindenburger into other various unlikable people who need a kick in the groin.

Any suggestions are indeed welcome! Feedback is appreciated! check it out!
 

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PewkoGames

Member
Thank you Dale!

The next update will change a few things.

New Font
Instead of 4 continuous phases, its split into 3 levels. That way it gives the player a break.
New Boss music variations for Frieda Fries and Der Baron's fights
Difficulty modes working.

This is about 80-90% done. My first COMPLETED game. Yes I intend to finish this.

Again let me know what you'd like to see and I'll try my best!
 

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Peter Schmitz

Active member
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Played through both difficulties - not sure where the difference was (more enemies? more hit points?) but you had me with Jackie Chan - huge fan :D

Love this fresh take on Arkanoid/Breakout game and the graphics are adorable. The music reminds me of Milon's Secret Castle.
Someday - you or Brad have to tell me how to make the enemies spawn at random locations.

There are three things that I noticed:

1) there were inconsistencies in tile collisions. Sometimes I expected the colonel to smash a window an ricochet off from it but instead he phased through it. Same when hitting windows or enemies from above. Not sure if it has something to do with changing the action step after hitting something (I think he blinks red for a fraction of a second) and not to be able to collide with a tile?

2) the last stage seems to have some invisible solid tiles at the top where the colonel is constantly bouncing off

3) when hitting the red target tiles from the side - you won't get the +20 points and the colonel bounces off - I kinda expect to get the point and have him continue to keep his direction but maybe that is just design choice.


But man - had a blast playing through these stages - very well done! Hoped for a cameo from Jackie :D

Further ideas - maybe for this game or the sequel or a higher difficulty : you could add enemies that are dropping something sticky on the floor or there is already something sticky or some oil on the floor where the player needs to jump over in order to avoid getting slowed down. Or there are bomb holes you need to jump over.
 

PewkoGames

Member
View attachment 7378

Played through both difficulties - not sure where the difference was (more enemies? more hit points?) but you had me with Jackie Chan - huge fan :D

Love this fresh take on Arkanoid/Breakout game and the graphics are adorable. The music reminds me of Milon's Secret Castle.
Someday - you or Brad have to tell me how to make the enemies spawn at random locations.

There are three things that I noticed:

1) there were inconsistencies in tile collisions. Sometimes I expected the colonel to smash a window an ricochet off from it but instead he phased through it. Same when hitting windows or enemies from above. Not sure if it has something to do with changing the action step after hitting something (I think he blinks red for a fraction of a second) and not to be able to collide with a tile?

2) the last stage seems to have some invisible solid tiles at the top where the colonel is constantly bouncing off

3) when hitting the red target tiles from the side - you won't get the +20 points and the colonel bounces off - I kinda expect to get the point and have him continue to keep his direction but maybe that is just design choice.


But man - had a blast playing through these stages - very well done! Hoped for a cameo from Jackie :D

Further ideas - maybe for this game or the sequel or a higher difficulty : you could add enemies that are dropping something sticky on the floor or there is already something sticky or some oil on the floor where the player needs to jump over in order to avoid getting slowed down. Or there are bomb holes you need to jump over.
Thanks for the feedback! So the difficulty hasn't been implimented yet hence why you didn't see a difference lol. For the difficulty I plan for "Jackie Chan" mode to have you start with 3 lives instead of 5 and the Colonel bounces faster. I do plan to have Der Baron chuck snowballs to deflect the Col. and The Hindenburger zeppelin dropping "To Go" bags. So that is in the works! Thanks for pointing out those tiles on the last level. Fixed those.
As for the collissions (windows collissions) We made it that way intentionally otherwise you can take out all the windows too easily/quickly. Glad you like the graphics/ Music! The music I am most proud of. Those are 8 bit versions of original themes for these characters.

Thank you SO much for the feedback!
 
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