Nitric Goo 1 level demo

Logana

Well-known member
Just a short proof of concept type thing, takes along time to make but its really visually stunning without the over use of dithering.
While the plot is not implemented yet in included it in the text file, here are a few pictures
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  • Nictric Goo 1level demo.zip
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Jonny

Well-known member
Niiiice!

I'll have a bash in the morning. I love your purple cat graphic, so cool.
 

Logana

Well-known member
Thanks, they are check points btw, and pallet cycleing as almost all my games now, will make updates to this till I finish the first 4 levels, but it will be vary slow
 

patrickb

New member
So impressions: I like the music and graphics. Very nice use of color cycling. The platforming mechanics are a little baffling to me though, and I noticed you did this in Platycat too. Why the inability to stop moving once you start running?

Also just thought I'd point out that there's a screen where the gems can't be collected. You might want to fix that.

Otherwise there's the makings of a pretty nifty platformer here.
 

Logana

Well-known member
I just couldn’t figure out how to make him stop and I thought it sorta gives the main character a drive like he can’t stop because of imminent danger and also that mean you have less time to thing so tighter platforming and I think I know what screen you’re talking about, must have forgotten to save after fixing that I will post a new rom when I get home from school tomorrow
 

Logana

Well-known member
I mean I could make the player have the ability to stop although it kinda just makes the game less unique in my opinion and all the level design is based around the idea that you can’t stop so idk, also I do have ADHD so idk it could have something to do with that idk, I just find if I can stop my player I can make an entire plan while when you constantly move you have to think on the fly
 

patrickb

New member
I guess it gives it similar gameplay to an infinite runner game on a mobile phone, which could be interesting in the context of a NES game. Have you thought about maybe making the character unable to move left? Maybe have the d-pad do nothing at all, and he just runs right on his own -- so it becomes a one button game?

EDIT: I say that, and then I remembered there's exactly one screen where you HAVE to to turn left to jump up onto a platform behind you.
 

Logana

Well-known member
Yeah, there is actually gonna be more of the turn jumps especially since there is a vertical loop so when you touch the top you go to the bottom and vice versa and I plan on using it atleast for stage 2
 
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