WE HAVE A SURVERY. It would help us a ton if you answered are bad questions.

This is a re-build and re-imagining of previous project BoneBoy. You can check it out here. It needed some more work and originality, so we gathered a small team (Scassianor and DylanSasuke) and got together to give it another try. 

Music was composed by Felipe Salas (link pending).

We work slow and it is still very early, but it is something.

We sorta re-build the game from scratch - because the original code was whack and disorganized - so right now it is pretty much the same game with some added mechanics to make it more interesting.

CONTROLS:

  • A & D  > MOVE
  • W > JUMP
  • MOUSE > AIM
  • LEFT CLICK > SHOOT
  • P > PAUSE/UNPAUSE

Other stuff from:

StatusPrototype
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorJ Martin RH
GenrePlatformer
Made withUnity
Tags2D, Dark, Pixel Art
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Development log

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Comments

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(+1)

only 2 problems I've experienced:

A. there is no indication when a new shot is available.

B. There doesn't seem to be any consistency as to how many hits an enemy takes before being killed.

YES! 

1) We didn't think of that, thank you! We'll get on it.

2) I personally bunked how enemies deal damage and then realized I need 1. knock back and 2. invincibility frames. Otherwise constant contact with colliders is DEADLY.

THANKS! 

We really take your feedback to heart =) and will get right on it (like the song)

(+1)

2) I meant killing the enemies, not killing oneself as your reply seems to suggest.

Ouuhh, sorry, competely misread it.

But yeah, also right!

(+1)

Much better. I had no trouble with the controls. You got the aim and shot down perfectly. For some reason the moving to the right looks like the skeleton is moon walking. It might the blending tree animation though. Overall good stuff keep it up.

Thanks!

We'll take a look into the moonwalking - we thought it was some sort of odd lag and were looking at what was probably causing it - but animation might actually be it. 

We'll get on it

Thanks again!