bzar
A Commando
Congrats to the winners! A surprising top 6 indeed . Not that they didn't deserve it . The voting was extremely hard.
Congrats to all!
And somebody port AAAA to the damned Pandora already!
[ youtube video ]
I'll see about whipping up some sounds for Paper Wars. No promises, though.
EDIT: Here's some, made with SFXR. I've also got most of the raw .sfs files in case you'd prefer to modify the sounds. What do you think?
Really, that top 6 is completely different from what I expected... But I'm happy, I'm 4th while I thought I wouldn't make the top 6 at all (with all the comments about the demo being to short)... Thanks to those who voted for Rainy Day
Well I'm thankful to see some positive comments... at least mostly positive! The toolbar could easily be made to stay in place... I guess I'm guilty of liking the hiding effect... I can make this optional.Piratebaby was fun but a little frustating. It could do with sound but thats understandable given everything PokeParadox has had going on, but I would have preferred the toolbar to remain in place (as it wasnt blocking anything) and it was fiddly with nubs or stylus to keep bringing it back up. I'd also have preffered the option to multi-feed the little ravenous sod as it was quite time consuming but I took it to late Lv3 and will continue to nurture it to see what happens.
Piratebaby I gather also took the gfx guy from another joint project and it's nice also.
...any comment about Schizophrenia...
Yes, you feedback already helped me a lotI've given you most of my feedback already, but one thing I didn't comment on was the graphics. To put it short: I like them. They are clear and fit the game style nicely. I especially like the little details . A parallax background instead of an all-blue backdrop to give it some depth wouldn't hurt though . I would've done one for Wars: Commando, but I hit a performance issue.
Yes, the "Sorry" text indicates places where levels are left unfinished.Graphics is fine I think. Some levels look unfinished, like that one with big "SORRY", but you definitely know about this. Music is good. Some explanation about controlling the character are necessary. Usually that is done by a straight-line introduction level, where player just moves across the screen and reads the instructions like "press A to jump", "Now it's time to learn cloning, press Y and move the cross onto this skull and press Y to clone it, move the pointer somewhere else and confirm cloning it", "Now try cloning yourself", "press up to enter door". You could make an "extra" zero-level with just that. After it is finished by player successfully, enter the first-level where the plot starts.
And please add some extra hotkey for swapping characters, you can use keyboard for that. For example "Enter" or "p", because L/R aren't working in my case
...Buttons obviously have to be mentioned, but that is already in there (albeit cryptic, I have to admit - thought that might fit in the overall concept of the game doesn't it?)...
today I was playing PaperWars hotseat with a left-handed colleague. It was quite difficult for him to hold the stylus in left hand, and move camera with left hand