Super Power Kick demo 3.
A new demo is here.
Those demos are not actual demos, but the game in progress.
What I mean is that I am not giving the first stages as a demo but all the game as I progress.
So this means that I am going to give one more demo (4) and then just release the game as full (no demo).
The reason I am doing this is because I want to hear from people what they think about the game.
Is it hard? Is it easy? Have you found something that it is probably a bug? etc.
The truth is that the game is getting harder and harder, but isn't this something that it is supposed to happen?
I guess so, but in my experience, it is not something most of the players want.
For this reason, I raised the available credits to 5.
If you think that the game needs more credits, just tell me so.
P.S. I was supposed to remove the strange number on the upper left, but I just changed it to be the used bytes of memory.
Files
Get Super Power Kick
Super Power Kick
one screen platformer for the Sega Mega Drive
Status | In development |
Author | kakoeimon |
Genre | Platformer |
Tags | 16-bit, 2D, Beat 'em up, Mega Drive |
More posts
- A little change to the hit box of the regulat kick.Jan 11, 2024
- Super Power Kick Demo 2 and why you miss kicks.Jan 02, 2024
- The Story of Power Kick so far.Dec 22, 2023
Comments
Log in with itch.io to leave a comment.
After about ten sessions, my wife and I agreed on a few small issues with the games controls. While she had trouble with the jumping, specifically timing the jump up to smaller platforms, I had trouble timing the power kick, and missing with the kick felt punishing because we were left open to attack if we missed. We ended up abandoning the kick altogether and relying on the punches.
We feel that if you make the jumps a little smoother, and make the kicks more accurate and maybe more powerful, we would be more likely to use them.
Smaller requests would be the following, these are just ideas to make the game feel more flushed out.
1) An opening story screen to give us character motivation. It could be something as simple an a still image of our characters with some text.
2) The boss battle would feel more fair if we had a quick indicator to jump out of it's path. A boss power bar would be nice too.
3) After comparing SPK to Snow Bros. we thought it would be cool if the score for each kill would pop up briefly (where the character dies). This is a minor request but it would add to the feeling of racking up a high score.
Please be encouraged though because we obviously felt inclined to keep on playing. SPK is just a few tweaks away from being a classic style arcade hit.
Thank you, once again.
I made the collision box of the kick a little bit bigger (4 pixels), hope this will make it more usable.
To tell you the truth a friend of mine who is playing the game he only uses kicks, I am doing the same when I play. He never mentioned anything, but I had seen a video online where the player had problems with it too.
I also can't understand the problem with jumping. Are we talking about platforms that are in the same height? If so, I usually use the kick to jump on them. This was something that I had seen and in videos from people who are playing the Bruce Lee game.
1. I am thinking about adding a little bit of story on this game, and probably it will be visible if let idle the main menu. I really dislike the story screens in MD version of the Snow Bros that pop up when you press start for the game. But I will probably add a story after all. A silly one for sure. By the way, the main characters are name Ren and Kyu....
2. You are right, the truck needs a little bit of work on this. On the energy bar, I am not sure. I will probably add something like smoke.
3. Enemies do not give score at all when they die. They give score when they become rollings and when they hit an enemy or a wall. People who want to make a high score have to finish the levels without losing any lives and by not staying without rollings. This will give them the big diamond at the end of the stage.
This is and the reason that enemies become red. When an enemy becomes red, a rolling enemy will turn him to rolling, otherwise he will just damage him. For this reason, it is better to just beat some of the enemies to become red and the power kick an enemy who is going to hit them.
Also, to get the big diamond you do not have to hit all the enemies with one power kick, but you must never remain without rolling enemies until you defeat all the enemies. Some later stages require this.
P.S. I love your photo. Looks like the whole place was setted up just for this game.
Thank you very much.
In reference to the jumping, I don't think you need to change this. My wife has been playing so much Flicky lately that any other kind of jump feels off to her. lol
I shared this post on Sega-16 Discord and it seems to have gathered some interest. Here is the link to the conversation. https://discord.com/channels/516764139608211456/608027227514470400
Thank you, very much, for this.
Unfortunately, I cannot get in the conversation because I am not a member of the Sega-16 discord and I can't find any way to become a member.
Hm, I'm trying to remember how I got on sega-16... Maybe through the message board. Maybe I can private message you an invite.
I think I need to friend you on Discord, and then send you an invite. You can find me there @megaryeguy if you want to join.
Okay, I think you have the right amount of credits now. On first try I got to the first boss with some credits to spare. Definitely not too hard for high-score/arcade gamers like myself.
I'll pop this on my flash cart and my wife and I will try to beat it tonight. We have been trying to master Flicky, so I think this will be a good fit.
The numbers up top are fine now because they don't flicker or flash. This game would have been an arcade hit in the mid eighties for sure.
This project really has a great feel to it.