99999: Demo update!
Hi all! The demo has received a major update! you can also find it on Steam.
Changes:
Hit Sprites Amid the chaos, it can sometimes be hard to tell when you get hit. Hurt sprites and animation is now a lot more obvious. Because of the longer animation, recovery time(you can tell by the player sprite fading in and out) is also extended for balance.
Movement Pressing the down button meant the Player-avatar would get stuck in the kneeling position even if Left/Right was also being pressed, this was an especially common problem when using a controller(moving with analogue stick). Now, Left and Right directional press take precedence over the Down button. Your avatar now continues to move so long as Left/Right is being pressed.
Going down Platforms Previously pressing Down + Jump allows you to pass through platforms one at a time. Now you can speed through them so long as you hold down both Down + Jump buttons. You can even do so while in mid-air to speed up the action (previously you can only do so while grounded).
Dodge-roll and Wall-cling Previously doing a dodge-roll while next to a wall meant that you'll lose the wall-cling and fall quickly down. Now you'll continue to wall-cling even while doing a dodge-roll (should you not want to stick to the wall, going the opposite direction will make you lose the stickiness).
Screenshake I have gotten plenty of comments, both good and bad, about my implementation of screenshakes. I get that screenshake is very subjective, and personal tastes vary greatly. The default screenshake is now toned down from before. But more importantly, you have the option to turn it off completely if you want to (or put it to max, if that's your thing).
Difficulty The feedback I've received regarding difficulty tend to be that it is too difficult in the beginning, and actually becomes easier by the end instead of harder(at least to those who didn't give up immediately). That also led to some players feeling a lack of progression because while they got better, the game's challenges did not keep up.
The difficulty has been adjusted and it is now much easier in the beginning to give players the time to learn and get used to the game's controls. The difficult gradually ramps up to give more of a challenge as one progresses.
Shop Items and weapons costs have been greatly reduced. Since my intention is to encourage the use of new items/weapons and experimenting with different combinations, it makes a lot of sense to reduce their costs. Hopefully this will also help those who are struggling to adopt different strategies with the use of various item abilities.
Future updates The first thing on the to-do-list is to add global leaderboards!(on Steam) Since the whole point of the game is to challenge yourself to obtain a higher score (hence 99999? no?), I think it'd be cool to know how you fare compared to other players.
Thanks for reading. Please do try the demo and let me know what you think. Feedback is always appreciated!
Files
Get Gunkid 99 (Full Release!)
Gunkid 99 (Full Release!)
Fast-paced, 2D arena-shooter that will seriously challenge your skills and reflexes.
Status | In development |
Author | Yongjustyong |
Genre | Action, Platformer, Shooter |
Tags | 2D, Arcade, Fast-Paced, GameMaker, High Score, Pixel Art, Singleplayer, Twin Stick Shooter |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- Gunkid 99 - v1.04May 15, 2019
- Gunkid 99 - Shop UpdateMar 22, 2019
- Gunkid 99 - FULL RELEASE!! (now also available on Steam)Mar 13, 2019
- Gunkid 99 - Release date announcement!Mar 06, 2019
- Gunkid 99 - small fixFeb 18, 2019
- Gunkid 99: added TextFeb 16, 2019
- Gunkid 99 - Final World! Major update!Feb 06, 2019
- Gunkid 99: Enemies intro - part.4Dec 23, 2018
- Gunkid 99 - Major update! World 4 is here!Dec 13, 2018
- Gunkid 99 - Patch v0.1.5Dec 04, 2018
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