i think i've stated it multiple times over the course of development now that the enemies and such were (are
) very rushed.
the only reason the stage even existed for this demo was because i forced it out so that the demo had something to play.
as such i do appreaciate criticism and feedback but im also well aware that the gameplay so far is quite boring, as the development has been more or less 100% engine features.
as for the wall climb, it was somewhat shoehorned into the stage, but i did actually want it to sort of blend in. I've never been a fan of that trend in nes games that the devs used some kind of extreme color combinations to go out of their way pointing out that something is somewhere. And there is also the fact that the general color of the stage eats 2 palettes, then the health platforms eat one, and the boss platform eats the last one, so thats that. Although i might toy with the shading to make them stand out a little more than they currently do. We'll see (as for the random platform with the blob at the beginning, that's there to make you figure out that you CAN go up there by climbing the wall) the long climbing part that makes you fall down to what i generally refer to as the "bottom route" is something that's supposingly your punishment for failing to climb through it
the hanging mechanic is also much more obvious (and also forced on you) in the cavern stage. there is a ledge at the beginning of the cavern that you cannot climb without it, so there's that. I will propably implement something similar to each stage.
at any rate, i've already decided that the entire demo stage will be wiped out and the temple will be remade completely for the actual game (pending because... scrolling, lol)
what comes to attacks, yeah, there will be more. the idea is that throughout the game there will be white crystals that you can use to enter the shop, which will offer you weapons (you will have money, like shatterhand does that you then use to purchase things, and pay health platforms.) Unlike shatterhand though, DS will propably have it's powerups permanent as im not sure i want to deal with the companion system (i have one programmed but it's..... not very good
)
sound effects and such are totally wip at this time, a punch sound exists but basically no other SFX has been done yet. They will come as time passes.
i wasnt really happy with the demo and what it offered myself tbh, but i did want to put it out there regardless, so that's that i suppose
i have much more planned for this game which i have partially started demonstrating in the WIP thread, but yeah, the demo i was not happy with...
we both seem to have the same dilemma with our games, being too obsessed on making them scroll to give enough time for other features
altough yours already has powerups and proper enemies.... mine has... blobs, lol.
at any rate, im definitely starting to get into things proper now that the main engine is finally doing what i want it to, but seeing how lately only interest people have towards my game is whether or not i hand out my scrolling code, i might or might not post that many updates.