Hi everyone, how is the demo going?
Hey buddy, how are you? I gave a try with my daughter (I will upload a video to my channel tomorrow) and those are my points.
Sorry for the wall of text
PROS
- The story of the game is very interesting (I thought this political theme was cool, with an alliance between the people of Latin America).
- The game's presentation is beautiful, it doesn't look like a fan game most of the time
- I loved how alive the levels are, with things moving, people passing by (and changing animation, like the girl in the first level who only leaves after a while)
- I really liked that the guys, at the level that has punk like Matlok as their boss, react to every hit you land. I've always wanted to do this in my games and I always leave it for later...
- Variety of weapons to choose from.
- Cool music - the music that happens in the bonus round (breaking the car) has a Jojo vibe.
POINTS THAT CAN BE IMPROVED
There is practically nothing in the game that I didn't like, in the sense that I found it broken. Just a few things that could perhaps be improved:
- Boss attacks. This is a criticism I have with several games developed in OpenBOR - in most games, all the boss attacks always knock you down and I find this very repetitive.
When I ran into this problem, I ended up thinking of two solutions (and I don't want to sound like "you did it wrong and I did it right", just sharing a solution I had with the same problem):
1- You can add new Pain animations, where the character (playable or not) slides backwards. This adds more variety to the gameplay, as it is a new way of reacting for the characters (and gives you more attack options).
In my games, I use this as "PAIN17":
anim pain17
loop 0
bbox 20 27 30 41
offset 36 67
delay 10
@cmd velo001 -2 NULL() NULL()
frame data/chars/basic/basic6/3.gif
@cmd velo001 -1 NULL() NULL()
frame data/chars/basic/basic6/3.gif
@cmd velo001 -0.5 NULL() NULL()
frame data/chars/basic/basic6/3.gif
@cmd velo001 0 NULL() NULL()
sound data/sounds/friction.wav
frame data/chars/basic/basic6/3.gif
2 - Something I tested in my last project is abandoning the Boolean way of treating attacks: either they knock down, or they don't knock down.
Instead of working with values like 0 (non knockdown) and 1 (knockdown), you can work with values like between 0-2 or 0-10 (or even more), depending on how many options you want. But you can test values between 0-2 initially, which is what I did.
With that, I have this scenario:
0 - Non Knockdown
1 - Potential Knockdown
2 - Knockdown
All characters (playable or not) have a minimum knockdowncount of 2.
And I gained the possibility of having attacks that I don't want to knock down the target on the first hit, but that if they hit more times, they will knock down, if I use "knockdown" as 1. For the attacks that I want to always knock down the target, target, I set the "knockdown" to 10.
- During the Turn animation, characters appear without the weapon they are carrying. And as the animation is a little slow, you can execute it several times if you press right and left alternately.
- In one of Isolda's throws (I believe it's Low+ attack), if you execute it very close to the edge of the screen, she leaves the playable area, ending the animation.
- It would be cool if characters kept their weapons during level changes
- During the bonus level, a flash was stuck on the screen, which is a known bug that happens randomly in OpenBOR.
I managed to resolve this as follows:
- I added a "lifespan" in the entity header
- I added this code in the last line of the animation
@cmd killentity getlocalvar("self")
frame data/chars/misc/empty.gif
- The position of the lifebar of the enemy that is hit by P2 is different from that of P1, which makes the text appear over P2's MP bar
- I think the boss's life bar could appear centered on the screen, either at the top or at the bottom
PURE PERSONAL OPINION
The pace of the game is a little slower than I like and although there were moments when I thought "it could be a little faster", you end up getting used to it over time. I think the points that most contribute to this impression are the Turn animation and the speed of the combos. But again, it's personal preference.
You did a great job here. I know the two original games and I've always really liked them because of the huge variety of movements.
Keep up your great work
