MCMic wrote:For people cloning the git repo to try the game out it would be good to have instructions somewhere.
The instructions are here:
The fact that down shoot down is a bit weird at first too. I’m used to games where you can only shoot down if in the air, and on the ground down allows you to crouch to shoot low. Like metal slug.
The Metroid games don't let you shoot down while you're on the ground either, but I didn't see any particular reason to add in this limitation to Hexoshi. Hexoshi's controls are designed to give the player as much control as possible, and also to be consistent (so you're not aiming in a completely different direction based on whether or not you're on a floor).
It’s not that big of a deal, it’s just something which bugged me when seeing it. Maybe just the same effect than now but where the enemy was instead of next to it would be enough for it to feel ok.
I added a fade-out effect last night. It seems to look `good. Let me know what you think.
Hum maybe, but it would help the game if when looking at a screenshot I was able to say «Oh, that’s hexoshi». This is not the case right now, first thing that comes to mind is «that’s a metroid» and maybe «it looks like the libre one I can’t remember the name of» :-P
Using Metroid gameplay and using Metroid aspect are two different things.
I was speaking from experience. SuperTux and ReTux star a character that looks nothing like Mario, but people still see these games as Mario clones based on trivial similarities to the Mario games' gameplay. This is simply a battle you cannot win. If it wasn't that Anneroy has a space helmet, it would be that you can aim in eight directions the same way Samus can in Super Metroid, or the fact that there's a map, or the fact that it's a maze of rooms.
As for screenshots, Hexoshi will start to look more distinct as the graphics are more refined. Even Milestone 1's graphical improvements will help a lot, because right now it's just a dull black background (like the original Metroid had) and a couple basic enemies taken from OpenGameArt.org. A background and the more inspired/custom enemies will go a long way.