BUNNYBIJOU'S PROFILE

Game dev and artist from the US

Search

Filter

Grimbot

the title screen had me really interested; the colors and choice of stylization really stuck out as being professional.
it would help the pacing a lot of the player was able to accelerate the text, it gets to be tedious at a certain point.
shift acting as the jump button, while space is dash, is strange to me, and i'm sure others would feel the same way, as most games are configured the other way around. the jumping-and-shooting feels very fluid and megaman-like, (as does the player sprite :Y)
your mechanics feel very solid, but i would reconsidering your button configuration for keyboard users, it really threw off my experience. and i would recommend perhaps making it so that a-s-d-f can be used to fire in different directions regardless of the direction the player is facing?

Brian's Adventures DEMO

the name entry box is slightly off center, is that intentional?
the "princess kidnapped!" plot is really cliche, but that seems to be your angle.
the first death by stumbling was pretty funny actually, but i thought it was a scripted event and ran over the pothole again only to die a second time in the same way :Y
the death tracker is an interesting mechanic as well. does the character move so fast so you'll accidentally sprint into traps and die? it's mildly offputting.
so basically, you die a lot in this game. i think it would be funny for someone to play with friends or an audience, just due to the sheer ridiculousness of it, but for a solo player it would likely just become frustrating. i guess how much that means to you depends on how you intend to market it!
Pages: 1