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mika

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  1. impressive! my favourite game of all time being ported to 2600, can't wait to play it but the enemies look even tougher than NES version, even you keep losing your hearts regularly in the above video. Consider making it N*ntendo hard, not frustratingly hard
  2. still very buggy, but i like where you are heading with it, thera are enemies now, and the sprite is animated. but when i hit fire i just keep flying and very soon i have ended on the screen with a lock, where i couldnt go neither direction. if you polish the controls, and get rid of all the bugs it can turn into a good game!
  3. cool! not exactly sure what i am doing, as i fell into the cave and ate some powerups which dont seem to do anything, but i like it as a concept. Jumpman will be animated at the later stage of development, correct?
  4. I know it's early version, but just wanted to say that the game keeps giving me VOICE all the time since second puzzle. So now i basically guess at first try every time. Or am I simply THAT GOOD?
  5. i'm a bit SCART of where it would lead us to
  6. I have sent you a message with some more thoughts. Other than that just wanted to say it's a really great game, I love the visuals (is there space to add some female characters, they were always big part of pokemon franchise), and the exploration element, all the different locations and characters. Surprised it doesn't get more recognition, just pure concept of 'how would Pokemon look if it was developed 15 years earlier' is exciting enough! Hopefully as the occasional bugs get eliminated and the game gets polished it will become more popular. I will closely follow the development, may not have time to spend too many hours to playtest, but will try to give it few hours from time to time!
  7. i thought the problem was with my HP MAX never leveling up. I already had a common cure, which could cure my HP by something like 14, but my MAX could only go up to 10 anyway, so it was a bit of a waste. I was starting the fight against two pandas and had my 10HP, registered a hit on one of them for 2, but then on their first turn fire panda just killed me instantly. it happened multiple times as i was resuming - same with a doggo. that surely means their hit ability is higher than 10, so it looked like i couldnt have done anything to defend myself. but maybe i am just missing a trick?
  8. also, and I don't know if it's just the demo - I have basically beat all the wicked slime and horrid slime on the map, beat R.O.U.S. with my Wetnas (whose stats in the meantime went up to ATT4 DEF6, but HP MAX stayed at 10. when i then caught the fire Grizzard (sorry, forgot it's name), its stats went back to standard ATT4, DEF4. Any time i try to fight the doggos and pandas i just get beaten pretty much first turn. I can't see how I could build up to have a standing chance against doggos and pandas?
  9. also, when I cycle down thorugh my attacks early in the game, it looks like I have 4 attacks available, and after it goes to Run Away it loops back to Kick dirt. However when I cycle up through my attackes I suddenly get an access to Great Mojo, Burnt Edges, Double Flares, Stomp Down, Sure Splash etc. I'm only on my third combat, so i'm sure i didnt aquire these yet?
  10. sorry, in the nosave demo that i downloaded I play with Dirtex, but the manual gives me descriptions of attacks for Aquax. Am I missing something?
  11. mika

    Chess

    will there be some 'dumbed down' option for the beginners and less advanced players? looking at the goals you set yourself I understand that we still are somewhat far from the final version, but wouldn't it benefit the game if it allowed for some bad moves on the lower difficulty setting? or even programming various 'computer opponents' into it and letting the player either compete with super performance grandmaster or starting easy against chess club Joe. really enjoyed the show yesterday, btw! the game itself looks great
  12. looking great! are you planning to release WIP rom so we can give it a go?
  13. well, one thing we know is that it won't happen on 8-bit Atari
  14. I spent more time playing 2600 games, and what I have noticed that as often as there are some amazing technical advancements in homebrew programming community, the fluffiness of controls is quite often missing. i don't know if that's also the case in 8-bit homebrew scene. the good examples would be 2600 ports of Mappy and Aardvark. Panky the Panda would be the opposite for me. As cool as the game was, the way character controls is... rough (hey, 'rough' is an antonym of 'fluffy'!) the C64 port of super mario is perfect in terms of controls fluffiness - I have spent looooots of time with NES original, so except from obvious issue of no joystick second button the plumber behaves the same - there is the same joy of controlling him on the screen, the port is very succesful in replicating this. that's my interpretation of what fluffy means. definitely not the word I would use, but pretty clear (I think? unless I got it wrong haha)
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