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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 12dd4b61baba863⋯.png (10.17 KB,538x404,269:202,SBK itch cover.png)

028489 No.33807

gameplay footage (video quality isn't great): https://youtu.be/VSaCK0gzyOM

I've been working on this game for a few months now. It's more or less content-complete, but there are a lot of mechanics to iron out, assets to create and/or finalize, playtesting to be done, all that good stuff. You know what they say: the last 10% of the work is 90% of the development effort, right? I'll post the full version for free on itch.io when/if I ever finish it.

I'm making this in Game Maker Studio 1.4, and though I've started projects before, this is the closest I've gotten to a polished and finished game. I'm in charge of programming, design, writing, and art (though I don't really consider myself much of an artist) with a couple of friends on sound and music duty.

The gameplay and bosses take a fair bit of inspiration from the Mega Man Zero series, with quick attacks and tight platforming (I'm still working on making these areas smoother and more intuitive to play with). It's not very long, just three levels with a boss in each.

There's also, as shown in the video, some visual novel-esque dialog scenes between levels. I originally started this game for a yuri game jam so that's one big theme for the writing and characters, but if people just want to get into the action gameplay it's all 100% optional and skippable.

____________________________
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15e1fa No.33809

Movement and basic attacks look juicy and nice, but i think it lacks special attacks/powers, gets samey quite fast

Also the level design was meh, you need more paths, maybe optional rooms or enemies that you need to do something other than kicking to defeat

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028489 No.33811

>>33809

I am pretty bad at level design. Though, I will say that the snow level is the one with the least gimmicks and simplest enemies. 2 of the 3 levels do have alternate paths and/or hidden side areas with upgrade items (I skipped past one in the video for the sake of brevity).

90% of playtesters have struggled to remember all the moves or got stuck because they didn't learn a key function, so I'm just going to keep it simple and try to fix the levels to teach them the moves they have now before I think about adding more.

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65f416 No.33815

File: 7af841c0107329d⋯.mp4 (9.73 MB,1280x720,16:9,Nice.mp4)

>>33807

>action platformer 

>yuri

>I'll post the full version for free on itch.io when/if I ever finish it.

Looking forward to it anon.

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39e55d No.33852

>>33807

>yuri

you won't finish, as yuri games aren't real, check the threads on /v/ if you don't believe, there are typically only ever the same ten games posted i those threads, and of them I'd wager 90% don't even have girls holding hands

the idea of the yuri game is nothing more than a freudian fantasy held by individuals repressing homosexual thoughts

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ab9ff9 No.33855

Futa MC patch?

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c9a9b1 No.33867

File: 2d68987acb64796⋯.jpg (77.73 KB,536x400,67:50,hate.jpg)

>>33852

>you won't finish

Not with that pessimistic attitude he wont.

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b8d728 No.33892

>>33807

Looks nice and fluid, I'll be keeping an eye on this. The sound design is great too.

I think the dialogue could use some touching up, but that's probably a given. A thing I tend to notice about professional games compared to amateur games is that there's much less dialogue, but since you mentioned you wanted some adventure game elements to it, I guess you don't really have the choice of cutting that down. If nobody else brings it up, then that probably just comes down to my personal taste.

It's probably the standard for this board and amateur game makers in general, but I really don't like itch.io. They don't store dates for their releases anywhere, and whether old releases are stored or not seems to come down to developer preference.

This is definitely just personal taste, but I thought the boss death animation was kind of lame. I get that you're going for a rockman feel, but bosses exploding in white light feels utterly generic for action games these days. Maybe if it tripped over and fell on the bottom of its chin or something, that'd come off as being kind of cute. This would mean you have to animate a unique death animation for each and every stage boss though, so it might be better to keep it consistent after all.

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