Honestly the fact someone took the prototype of Cave Story and builds upon it is an interesting concept, it's not something I ever thought off so I should give points for originality.
The graphics, music and gameplay all work quite well.
Of course it's not perfect, the menus are clunky for many reasons, mainly because you can't change weapon unless you grab it, unequip it and put it on again, the remove item from inventory button which can lead to frustration if pressed accidentally or the fact that cancel in my controller didn't work so I had to press "x" on my keyboard instead.
The game starts quite in a brutal way too because there are already many obstacles and enemies on the first screens, and also how some of the boss patterns feel unfair and random, also some jerk moves like that bartender attacking you without you having a chance to put in your weapon.
There are a few bugs too, some very weird, like the third Balrog I couldn't damage until I read the sign again, that was weird.
Despite these caviats, I think this project has a lot of effort and sweat put into it and I did enjoy myself, I'd suggest that you insta-equip weapons when you click on them, having a message that says "you want to remove this item?" or something, fix that controller issue, in general make the menu more comfortable, balance the difficulty a bit more, being able to aim up and down like in the og game, oh yeah, and avoiding jerk moves like that one. As an extra I'd like a pixel font too, because the HD font with the pixel graphics are a bit jarring.
if you manage to do those it would make your game something truly special, because I want to see how the narrative goes.
The graphics, music and gameplay all work quite well.
Of course it's not perfect, the menus are clunky for many reasons, mainly because you can't change weapon unless you grab it, unequip it and put it on again, the remove item from inventory button which can lead to frustration if pressed accidentally or the fact that cancel in my controller didn't work so I had to press "x" on my keyboard instead.
The game starts quite in a brutal way too because there are already many obstacles and enemies on the first screens, and also how some of the boss patterns feel unfair and random, also some jerk moves like that bartender attacking you without you having a chance to put in your weapon.
There are a few bugs too, some very weird, like the third Balrog I couldn't damage until I read the sign again, that was weird.
Despite these caviats, I think this project has a lot of effort and sweat put into it and I did enjoy myself, I'd suggest that you insta-equip weapons when you click on them, having a message that says "you want to remove this item?" or something, fix that controller issue, in general make the menu more comfortable, balance the difficulty a bit more, being able to aim up and down like in the og game, oh yeah, and avoiding jerk moves like that one. As an extra I'd like a pixel font too, because the HD font with the pixel graphics are a bit jarring.
if you manage to do those it would make your game something truly special, because I want to see how the narrative goes.
- "The menus are clunky for many reasons, mainly because you can't change weapon unless you grab it, unequip it and put it on again, then remove item from inventory button which can lead to frustration if pressed accidentally or the fact that cancel in my controller didn't work so I had to press "x" on my keyboard instead."
For the equipment of items (as stated in the manual), there are different categories for different types of items, and to ensure no game-breaking happens, items must go to their respective categories (i.e. vulcan revolver to personal, fireball pistol to items). The inventory system was based on the beta so as such design decisions are influenced from there. Although, I will be making it so that removing items isn't instantly destructive. I will also be fixing some of the controller support.
(1/3)