Looking for testers for my NES game

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DRW
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Looking for testers for my NES game

Post by DRW »

EDIT:
The demo version is now downloadable in one of the posts below:
viewtopic.php?p=285656#p285656



After our planned "Zelda"-like action-adventure was a much too big task to be completed by us, my team and I decided to re-use the game's assets and a good bunch of the engine to program something that's actually doable by us in a reasonable amount of time.
So, this time, we did a game that is linear and level-based like "Commando", but that still uses the fantasy setting.

The game's name is "Choraleon" which is the name of the kingdom in which the story is set.

It isn't finished yet and will probably still take a few months. But the game is now at a point that the first level is in a presentable state. And to get some early feedback, we're looking for testers.

So, if you'd like to test our game, please write me.
Every tester, if he wants to, gets mentioned in the credits of the final game when it's finished.

Choraleon.png
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Last edited by DRW on Sun Jan 29, 2023 6:47 am, edited 3 times in total.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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Fei
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Re: Looking for testers for my NES game

Post by Fei »

Hi :)

I will be happy to help if you need a tester !
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

I sent you a PM.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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olddb
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Re: Looking for testers for my NES game

Post by olddb »

Those gfxs are nice! :shock:
If the game is not too hard, I would like to help.
...
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

Yeah, the graphics are done by a talented graphics artist.

I sent you a private message.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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Individualised
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Re: Looking for testers for my NES game

Post by Individualised »

Out of curiosity, what would testing for this game involve?
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

Whatever you like. You play the game (it's only one level at this point) and give me feedback.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

The demo version is now public.


Here is some general information:


Important

If you play this game on an emulator or AVS, please disable the option to show more than eight sprites per scanline, otherwise there are graphical glitches.
In fceux: "Config", "Video", "Emulation", uncheck "Allow more than 8 sprites per scanline".
On an AVS: "Video Options", "Extra Sprites Off".

This is NOT a bug in the game. It's a legitimate programming technique that was even used in "The Legend of Zelda". A visual explanation is in the attached image.


Controls

D-pad: Movement.
A: Primary weapon. Talking to NPCs inside the inn. Advancing text in dialog boxes.
B: Secondary weapon (if collected).
Start: Pause.
Select: Switch player character (in 1 player mode).
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Important.png
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Choraleon - Demo Version 2023-01-06.nes
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My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
Drag
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Re: Looking for testers for my NES game

Post by Drag »

The game is a little difficult without any kind of knockback when you hit enemies, and there are several instances where enemies will just stop and stand on your exact X/Y position for the duration of your invincibility, which makes it hard to shake them off after you get hit by them. I've only made two attempts at completing the demo yet, but those are my immediate first thoughts.

Edit: I've played some more, there is knockback, I just wasn't always seeing it (I didn't realize slimes died in one hit), so I got confused. There are indeed circumstances where there's so much happening on the screen that the better option is to just run away or end up losing a life or two. The butterflies in particular are what gives me trouble, but that might be a skill issue.

Edit 2: The sound for the player getting hit needs to be more obvious, and the thing where certain enemies will just stop and stand on your exact X/Y location is a huge problem when you've got 3 ogres aggro'd and you can't really see that something is literally standing overtop of you. The arrow powerup is the best subweapon imo, with the laser powerup being very pointlessly unhelpful to the point where I suspect it might be a troll item (i.e., the one subweapon pickup everyone tries to avoid).

I dunno what happened, but one of the powerups turned my character into some kind of bat that ran around really fast, and at first glance, it looked and sounded like it was supposed to be a helpful powerup (like some kind of temporary superboost powerup, my character looked like they were flashing and there was some jaunty music playing), but instead, it kept making me run into enemies and draining my health, so that was a bit frustrating to have happen.

The strategy I figured out was, run away when there's too much to deal with, and when there's bottlenecks, use the charged weapon beam to attack clumped enemies, and enemies on the other sides of walls. It took me maybe 4 attempts (as in, attempts where I'd actually reach it), but I finally beat the boss at the end, and it came down to mentally counting "1 2 3 4 5" each time I swung my weapon so I could use the beam. I don't think there's any way I'd try to melee the boss. :P

Overall, I thought the game was nice.
creaothceann
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Re: Looking for testers for my NES game

Post by creaothceann »

(Just for the record, I wrote my comments here.)
My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
tepples
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Re: Looking for testers for my NES game

Post by tepples »

You could spend some sprites in an early scene on warning the user of an "enhanced" clone to turn off enhancements that degrade the experience.

8 blank sprites, then "TURN OFF"
8 blank sprites, then "EXTRA"
8 blank sprites, then "SPRITES"
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

That's a nice tip, but I won't do this since I won't taint my game for some unofficial clone consoles. If they play "The Legend of Zelda" with Link leaving the screen above the walls, then they can play my game with graphical glitches in the status bar.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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tokumaru
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Re: Looking for testers for my NES game

Post by tokumaru »

It won't taint your game if you use some blank space in a screen that's already being displayed... It won't show for anyone using "authentic" hardware, and it'll cover your ass from possible complaints. That's a pretty cool idea, actually.
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

Yeah, as I said: It's a nice idea for sure.

But I myself am too pedantic for that. I don't acknowledge any unlicensed clone consoles inside the game's code, nor in the manual. Who knows what other stuff I'd have to include then to cover all possible clone console stuff.
(I wouldn't even use a sound library that includes Dendy configuration. Only NTSC and PAL.)

Maybe I will put a leaflet in the box. And of course, a note on the website. But that's about it.

And if anybody actually complains, I would tell him to play some "The Legend of Zelda" on their system and then write a mail to Nintendo, complaining that Link doesn't disappear under the door in dungeons.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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DRW
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Re: Looking for testers for my NES game

Post by DRW »

Drag wrote: Sat Feb 04, 2023 10:58 am and there are several instances where enemies will just stop and stand on your exact X/Y position for the duration of your invincibility, which makes it hard to shake them off after you get hit by them.
Yeah, this is already on my todo list: When an enemy follows you, it should only follow you until a collision happens, not until it actually gets to your x and y position.

Drag wrote: Sat Feb 04, 2023 10:58 am there is knockback, I just wasn't always seeing it (I didn't realize slimes died in one hit)
Knockback is done on a by-character basis. Most enemies have them, but slimes don't since they are supposed to be sticky. Character who have knockback even have this when they die in one hit: They first fly away, then dissolve.

Drag wrote: Sat Feb 04, 2023 10:58 am There are indeed circumstances where there's so much happening on the screen that the better option is to just run away or end up losing a life or two.
We still need to find a way to discourage the player from simply trying to circumvent too many fights.

Drag wrote: Sat Feb 04, 2023 10:58 am The butterflies in particular are what gives me trouble, but that might be a skill issue.
Yes, they are the most persistent opponents because their movement is independent from scrolling, so you cannot outrun them. There can only be one on the screen at once, though. But we need to include a timer because it's possible that you kill one and the next one spawns immediately.

Drag wrote: Sat Feb 04, 2023 10:58 am The sound for the player getting hit needs to be more obvious
Hmm. What would you suggest?
Or do you think we should maybe also add another visual indicator? I mean, you do start to flicker whenever you get hit.

Drag wrote: Sat Feb 04, 2023 10:58 am The arrow powerup is the best subweapon imo, with the laser powerup being very pointlessly unhelpful to the point where I suspect it might be a troll item (i.e., the one subweapon pickup everyone tries to avoid).
The boomerang will be even better since it flies forward and then back.

Yeah, the laser spreadshot is not so useful in its current form. We already planned to change it. I changed it to a 45° arc instead of 360° circle motion, but now it's unintuitive that it doesn't start at the front, but at a side.
Maybe we'll do:
0° front, 15° left, 15° right, 30° left, 30° right, 45° left, 45° right, end.
And make it a bit stronger since it's the weakest weapon for now.

If you have any wish how the laser might move, go ahead, we're open for suggestions.

Drag wrote: Sat Feb 04, 2023 10:58 am I dunno what happened, but one of the powerups turned my character into some kind of bat that ran around really fast, and at first glance, it looked and sounded like it was supposed to be a helpful powerup (like some kind of temporary superboost powerup, my character looked like they were flashing and there was some jaunty music playing), but instead, it kept making me run into enemies and draining my health, so that was a bit frustrating to have happen.
Hehe! That's the Kuro Panic effect. The actual troll item. It turns you into a Kuro and makes you panic which is why you can't stop running.
The indicator that this might be a bad item: The chicken leg switches graphics with a big question mark.
If you're lucky, this item can also give you an extra life instead. (That's based on a random value, not on whether you collect it while the chicken leg or while the question mark is visible.) So, it's a risk item.

By the way, the Kuro will also exist as a semi-enemy character (it's not in the demo, but in the current build): He can't hurt you, but he tackles you and makes you motionless for a little moment, having you spin around, leaving you open to enemy attacks.

Drag wrote: Sat Feb 04, 2023 10:58 am Overall, I thought the game was nice.
Thanks.
My game "City Trouble":
Gameplay video: https://youtu.be/Eee0yurkIW4
Download (ROM, manual, artworks): http://www.denny-r-walter.de/city.html
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