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Yoooooo! I'm also making a game just like the Mega Man Battle Network too! But I'm stuck on the enemy movement/ai. Could you share your process behind making the enemies in your game?

Oh hi! Sorry this reply is coming in real late. My current implementation is actually really finicky too I’m fixing it right now! But most enemies in the demo have two main scripts. A controller based on the player’s movement. This allows them to move around the field like the player does. Then theirs the “AI” Script which determines how the enemies move. The AI script also manages what the enemy “sees”. So their options are move, attack, or idle, then the AI decides which one to use.

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Alright! My system has the same concept, just I don't know how to make the AI work properly.
Thanks though!

You’re welcome to message me on twitter so we can chat about it better~

Maybe, I dont have twitter lol

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Very cool game!

The art is amazing 

The music is beautiful

The enemies are fun

The only problem is that I have an azerty keyboard and I couldn't find a way to adjust the controls anywhere so moving around was extremely difficult.

I found that I could just stand in front of an enemy and spam the weapon button without a problem. Is this a bug or a feacher? Maybe you could add a downtime or limited use.

But wow what a nice game!

Thankss! All the art is mine, but I can't take credit for the music. Those came from the youtube audio library, and the very few sfx were made with bfxr.

I certainly need to work on accessibility features! Thanks for pointing the keyboard problem out. 

The balance is real off. His repeatable weapon should have more stall time really -- alternatively I'm still figuring out how to implement weapon charge ups. I think that could add another layer to even the basic attacks~


Thanks a bunch again for playing and trying out my game :) I'll put all this feedback to good use.

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Played through the demo and it def is a solid foundation and I've got some feedback:
- the art and general game feel are good

- menus and UI is very clear and readable

- It seems that debug commands got left, as I pressed "1" by mistake and it instakilled the entire board, I also pressed "f" and it put me on an enemy tile

- the card variety is good and a decent chunk of them are fun

- in the tutorial it would prob be better if the player had to do the actions it talks about b4 going to the next step, to make sure the player would understand

- when first playing I only got sentry enemies, but after restarting I got a bigger variety of opponents (idk if it's a bug or just got unlucky)

- the "support fire" card is super strong, it instantly cleared every stage


Other than that, I can't wait to see your progress in the future!

Thanks so much for playing! Thanks for the game feel and cards comments, I tried really hard to capture those. And oops, sorry for the debug buttons!

I definitely need to make a more intuitive tutorial over all. Will try to have that ready in a not so far update.

The first stages are all preprogrammed, so yeah you start against two sentries. But if you meant that the stages kept repeating... I'll look into it.

Yes! Support Fire is a signature card It's very much meant to be really powerful. Also rare. I still need to figure out the card rewards and probability whatnots. I'm still testing some card layouts too, they look quite unfinished.

Thanks again for playing and the great feedback!

On my first run I did get like, 5 sentry stages in a row, though maybe using the debug command to finish a fight against them broke something?

ah welp that really is a problem. Hopefully disabling the debug commands would remove that repeating issue.