Author Topic: Super Myario Land : (another game by Bushido)  (Read 5687 times)

I got a endorsement for you.

When I played this game it was so hard, I had to fap off later.

sound design and art is great though.

did you do all of the art and sound yourself?

nvm was in the video description

You made it look easier than done :o

see
in that video you made everything look easy because you know what the level is like because you designed it.
first-time players will die at probably every single deathtrap and then have to complete the level by memorizing every single one and then avoid them.

i love the art and music though

see
in that video you made everything look easy because you know what the level is like because you designed it.
first-time players will die at probably every single deathtrap and then have to complete the level by memorizing every single one and then avoid them.
i love the art and music though
http://en.wikipedia.org/wiki/R-Type

updated the game with an EZ mode

for all the people who get mad at unfair platformers for being too unfair



spoilers: don't get too used to running around with EZ mode just given to you. usually you'll have to work for it, cause it's a powerup
i might use it in the next level

Played until I died 6 times and quit. I didn't bother grabbing the easy mode because this game clearly has absolutely nothing going for it in easy mode.

This is a bad game. I'm sure in 4 pages people have already told you why, but consider my elaboration my specific votes on what to work on.

1. Dying needs to be either fair or funny. You can't just kill the player over and over again without really turning his expectations on his head and expect anyone to want to play. We have all hit an invisible block to our dismay at this point (what AVGN calls "inviso-bitch"); it even happens in official Nintendo products. It's not a joke anymore.

2. The camera is too zoomed in. I can't tell what's going on, to the point where I can't tell if I died because it's intentionally unfair or because I just can't see what the heck I'm doing. Again, if this is supposed to be ha-ha funny, it's bad if I have to GUESS what the joke is.

3. The only way a game like this is not funny and considered okay, is when it's taken as a trial-and-error memory/skill game, like simon where you don't get the code first and with more dexterity. Super Meat Boy is a prime example. For games like that you need infinite lives (like Super Meat Boy) and LOTS AND LOTS of slowing down and taking your time on the level design, because if there are N bullcrap things that murder you without warning, a player on a PERFECT blind run has to deal with the first obstacle N times, which gets old really freakin' fast.

In summary you made an intentionally bad game and failed. Unfortunately that just makes it worse than bad.
« Last Edit: July 02, 2013, 02:46:20 AM by Mr. Wallet »

i'm still moving parts around until i get what i'm intending to do so the whole 'trial and error but with mindless deaths involved' thing should be sorted out quickly

what i'm going for is explicitly an 'unfair' platformer (as in, it follows unfair platformer tropes) but instead of focusing on just being a richard to you constantly it's supposed to play upon what you already expect from unfair platformers and then take those parts and turn it into what amounts to a fair platformer, with a bunch of parts not visible from the get-go

i guess it's an "invisible" platformer

what i'm trying to do is figure out how to make genre savvy players' expectations actually work for them, but not exactly in the way they'd expect

so for instance if somewhere seems suspicious, it will be suspicious every time but the trick is being observant enough to notice these spots even with whatever twists i might add (cause they'll still follow the same basic pattern)

i'll poke around with the camera a bit, too

Super Meat Boy

super meat boy is not a trial and error game

you get a chance to beat the level on the first try because if you brown townyze the level quickly before diving into it, you can see every trap laid out for you. anything that happens from that point on will be due to your lack of skill and not because of the game being "unfair".

i think "i wanna be the guy" fits your description more

i'm still moving parts around until i get what i'm intending to do so the whole 'trial and error but with mindless deaths involved' thing should be sorted out quickly

what i'm going for is explicitly an 'unfair' platformer (as in, it follows unfair platformer tropes) but instead of focusing on just being a richard to you constantly it's supposed to play upon what you already expect from unfair platformers and then take those parts and turn it into what amounts to a fair platformer, with a bunch of parts not visible from the get-go

i guess it's an "invisible" platformer

what i'm trying to do is figure out how to make genre savvy players' expectations actually work for them, but not exactly in the way they'd expect

so for instance if somewhere seems suspicious, it will be suspicious every time but the trick is being observant enough to notice these spots even with whatever twists i might add (cause they'll still follow the same basic pattern)

i'll poke around with the camera a bit, too
yeah but nobody will really play (or enjoy) niche fad platformers as an actual game. the only reason they're popular is because people make stuffty youtube videos about them, not because they're fun or fairly challenging.

Looks fun but i suck a mario but ill download
Edit: Super fun :3
« Last Edit: July 08, 2013, 11:46:25 AM by SuperFlaminninja »