Hi everyone,
After several years of wanting to try my hand at making a NES game, I'm happy to finally have made something to join the NESDEV compo!
My entry is titled "Bloodfall"
It's a simple action game, with procedural generated levels. Beware, this game is quite violent and gore and not meant for children: the core gameplay involves dismembering zombies by shooting at them, resulting in a lot of blood splatters.
You can find the ROM attached to this post (NROM).
As there are still some time before the compo deadline, any feedback is appreciated!
(especially regarding the game difficulty / balance)
I hope you'll enjoy it!
Bloodfall
Moderator: Moderators
Bloodfall
- Attachments
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- bloodfall.nes
- Game Rom (02-22-2020)
- (40.02 KiB) Downloaded 722 times
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- bloodfall.gif (210.33 KiB) Viewed 7212 times
Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos
Re: Bloodfall
Excellent work.
But there is one note. In some levels, the screens with platforms are generally empty. Is this how it was intended, or did you just forget to add enemies?
But there is one note. In some levels, the screens with platforms are generally empty. Is this how it was intended, or did you just forget to add enemies?
Re: Bloodfall
Thanks for your feedback, I'm glad you enjoyed the game!
To answer your question, yes, the fact that some levels are "empty" (a series of platforms without anything, or sometimes with only a treasure chest) is intentional. My idea was to introduce some brief "relief" moments between the regular levels packed with many zombies. As the levels are generated on-the-fly, there are some randomness on that point though, so you may encounter "relaxing" levels more or less frequently from one run to another.
Did those "empty" levels provide you with some relief, or on the contrary would you have preferred that every level has at least one enemy?
To answer your question, yes, the fact that some levels are "empty" (a series of platforms without anything, or sometimes with only a treasure chest) is intentional. My idea was to introduce some brief "relief" moments between the regular levels packed with many zombies. As the levels are generated on-the-fly, there are some randomness on that point though, so you may encounter "relaxing" levels more or less frequently from one run to another.
Did those "empty" levels provide you with some relief, or on the contrary would you have preferred that every level has at least one enemy?
Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos
Re: Bloodfall
I found it a little weird that up aims up, but down only aims down while you're jumping. This makes dealing with enemies on the level below you harder.