Thank you guys for all the positive feedback! it means a lot!
The part I struggled the most is with the music. I did go to music school as a teenager, but that prepares you to play an instrument, not to compose! So, it took forever to compose the few notes of each of the songs! But it's also a lot of fun
great game will play it a bit more during the weekend.
Great game! I had finally the time to give a couple of plays.
I vote for adding multiple lives, definitely ;-)
hahaha, I know, I know! the game is pretty hard!
The key is to play with calm though (the 3 minute time limit in each level is plenty of time). For example, I see some of my friends get overwhelmed with beehives, but the trick is to destroy them slowly one hit at a time: "wait for a bee to come out, kill it, approach the beehive, and hit it once with a rock/arrow/machete, then pull back to safety and repeat" (beehives require 3 hits to destroy). Also, crouching regularly to get the scroll centered around the character and gain visibility is key!
If you get lucky in one round and get the shield and the diving glasses early on, then everything gets much easier. The gun makes it even easier, but it is a pretty rare item
I'm still fine-tuning some parameters though. For example, bombs do "2 damage", but beehives require 3 hits, so a bomb does not kill them. I am considering making bombs do 3 damage, so you can get rid of a beehive with a single bomb. So, I'm noting down all of the feedback
Personally I liked your previous MSX games more. Maybe I've just seen a bit too many 2D jump, kill & collect games to get exited anymore. How ever I do recognize a good game when I see one... and this is definitely one! The most impressive thing is how quickly you can pull out really polished looking & feeling game... one game hit after another. This is just unbelievable!
I finally had a chance to play the new rom, and I definitely like being able to press A to jump off of vines a *lot* better -- it makes all the difference in the world!
I did notice one bug, though: your "machete autoselect" option is backwards. When it's on, the game doesn't autoselect the machete after you use a sub-weapon; when it's off, the game does autoselect the machete after you use a sub-weapon. Definitely confused me a bit at first!
Also... at the risk of sounding overly critical, I really do think having more control over the character's jump arc would make this a significantly more fun game. Right now, I'm finding it more frustrating than fun, because most of the damage I take feels less like a reflection of my lack of skill, and more a reflection of extremely finicky controls -- I take more damage from falling than I do from anything else, simply due to jumps that I either overshot or undershot, despite feeling like the buttons I pressed should've landed the perfect jump arc. I've somewhat adjusted to this, but it does drive me to shut the game off a lot sooner than I would if I felt like I had more control over my character.
This build is most definitely an improvement over the 1.0 build, though. Nice job!
-Tom
Great game! I had finally the time to give a couple of plays.
I vote for adding multiple lives, definitely ;-)
The game is inspired to Spelunker, so the game MUST BE hard
Personally I liked your previous MSX games more.
I definitely prefer this game to the previous
it's only a matter of tastes
About falling and scrolling, now while you crouch, the scrolling system center the player in the screen window.
Would it be possible to see a larger part of the level downward while crouching ?
I would like to see more level downward (e.g. 5-6 lines more), and restore the centering when the player returns standing.
PS
Procedural level generation is cool, but raycasting is cooler (in my opinion at least)
I love your intro´s, man. You can feel there is a lot of love in coding! Thanks.