Gudule

Canceled Gudule (totally new game) 1.0

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Project is halted prior to completion and will not receive further updates.
Finally, I got time to try this game. It's really good, I love the original artwork. I can see some jokes there :)

Anyways I have some suggestions:
1. Use hand pointers only for levels with branching end. Levels without branching end should end normally after all enemies are killed
2. Since you're using direction both, you should use scrollx to prevent player from scrolling back to beginning of level
3. Enemies who dodge instead of blocking shouldn't use block SFX when dodging. You should use custom block SFX system to solve that. Either use silence or dodge SFX when dodging ;)
4. Most if not all enemies, have DEATH animation which won't be played if enemy is killed by throw. I have script to force DEATH animation even if last blow comes from thrown damage
5. You can make bosses more challenging by setting this:
defense all 1 20
With this, the boss will receive damage from attacks like normal HOWEVER he can't be interrupted if the attacks deal damage less than 20. IOW the boss will be tough

Bug reports:
1. I noticed small bug where orcs walk out of house with sheet door WITHOUT the door being opened first. Its in village but I forgot exactly where.
2. There's also a sprite using wrong palette in Lumberjack boss' RISE
3. Orc warrior with flail can pickup spiked ball. However if she's attacked before tossing the ball, she'll stuck in animation until knocked down
4. The orcs on desk inside building overlaps Gudule and other orcs. You should set setlayer 1 to the former to ensure they are placed behind

BTW I can share script for the chicken herder to control number of released chicken. You just need to tell me if he limits that based on number of current active enemies (including him) or based on number of current released chickens

Keep up the good work, this game has potential
I'm going to replay the game to test other branches :)
 
Nice work on the character sprites! I think Gudule needs more attack moves. Like a JUMPATTACK2 to hit more enemies for a combo, a SPECIAL that allows him to break away from pressure on the fly, more grabbing moves,  a RISEATTACK of course, and a RUNJUMPATTACK. And I've noticed most of his attacks deal underwhelming damage, with the only reliable damage dealer being the combo. Maybe buff the other moves? Also, what does the taunt button even do in gameplay? Take some influence from AOF, and maybe have the taunt draw foes toward you, interrupt attacks, etc.

Edit: Also, vary the damage amounts between each of Gudule’s attack moves. Having all moves do 5 damage is boring. For example, the launcher move could hit first with 15 damage, and then 10. The player can be dizzied, so why not the enemies? The backgrounds should also have a little more life and animation to them, not to mention interactivity.
 
tontonMayonnaise said:
Thaaaaank you so much for all these suggestions and bug tracking !
Some of the bugs are already fixed  :)
Those suggestions are really good and they'll make the game funnier.
Wait and see the modifications in version 0.2.3 ... (or 0.3.0 I don't remember ... oh well)  ;D

With these changes in mind, maybe some of the bosses could be altered?
 
Congrats to the game author. Making a game from the scratch like this isn't an easy task.
I can see some points where it could be improved here and there, but I like what I see.
 
Good idea to implement this kind of story element.
1 more stuff that make your project more origninal
 
Well, what can I say? The project is enjoyable, but still has quite a number of flaws. The aesthetic is clearly taking a lot from early 90s Amiga games and European Genesis games. A thing I noticed is that the skeletons shown when the zombie pigs are defeated don't really look that porcine to me. I think they should be redrawn to distinguish them as pig skeletons and as different from the other skeletons that players actually fight. I like the new moves, but it's weird that many of them rely on a meter that can't be refilled without specific items. It appears the "FP" acronym refers to a specific technique, yet many other moves rely on this as well. Enemy variety seems to go down a bit after the tomb stage. The pirate ship at the end only has a (good) boss at the end new to it. Maybe we could have lower pirate pigs, some giant rats, killer parrots, "impressed" human sailors, etc? I do like how the block mechanic works, though. Simple but efficient.
 
I downloaded and played version 0.3.1 last night.
It's even better, it's already excellent and is likely to become a masterpiece.
Here are some suggestions to improve it further.

I agree with Miru, now that almost all the special moves cost FPs, we need a way to regain these more often.
My favorite choice is an automatic re-gain, as in many other mods: the bar should increase by one pixel every two seconds, more or less.
Or you can change many elements to increase your life (cakes, wine ...) in others that increase the FPs (onions, cheese ...).

Why does Gudule have his sword in prison? I think we have to invent an explanation, for example a female piglet who falls in love with him and at night brings him back the weapon to escape.

I do not understand why the defeated zombies drop bottles of wine. Why should a zombie collect wine? I think a bone should fall instead; in case of emergency, Gudule can eat that (a little disgusting, I admit).

Finally, in the last stage there is a chest that can not be opened; I tried everything. In addition, there is a character who defeats Gudule only by overwhelming him; I find it exaggerated.

Congratulations on your effort and good work.
 
alephone said:
I downloaded and played version 0.3.1 last night.
It's even better, it's already excellent and is likely to become a masterpiece.
Here are some suggestions to improve it further.

I agree with Miru, now that almost all the special moves cost FPs, we need a way to regain these more often.
My favorite choice is an automatic re-gain, as in many other mods: the bar should increase by one pixel every two seconds, more or less.
Or you can change many elements to increase your life (cakes, wine ...) in others that increase the FPs (onions, cheese ...).

Why does Gudule have his sword in prison? I think we have to invent an explanation, for example a female piglet who falls in love with him and at night brings him back the weapon to escape.

I do not understand why the defeated zombies drop bottles of wine. Why should a zombie collect wine? I think a bone should fall instead; in case of emergency, Gudule can eat that (a little disgusting, I admit).

Finally, in the last stage there is a chest that can not be opened; I tried everything. In addition, there is a character who defeats Gudule only by overwhelming him; I find it exaggerated.

Congratulations on your effort and good work.

Maybe the bones would be throwing weaponry, rather than edible. I kinda assumed the bottles zombies dropped were what the necromancers used to revive them. And speaking of things that just didn't make sense, there's the defeat animation of the black-clad pigs with flails.  Crying like a human baby is just bizzare to me. And yeah, the idea of a piglet who just thinks Gudule is awesome and lends him the sword is great.
 
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