While the pixel artist here has skills I don't like how so many people are obsessed with imitating the Cave Story style. I don't mean to sound unfair, but when I see this style I feel like I'm playing a Cave Story fangame. Idea here I guess is decent, but somewhere in the line of cliche seeing how there's plenty of "dark/flipped/mirror world"- kinda ideas as of late, for one it's not a very spectacular experience.
As for performance maybe the most pointed out fact, it's awful for few of us, hence we should assume there's something wrong. That noise effect might be the cause of this. Not only it's a flash killer, it's also a very easy and overused way to express distortion, darkness and such, which I believe you went for. Also as a vivid pixel art fan and hobbyist I find it a very cheap and dirty solution.
Music is well composed, but needs variety. It gets repeative and boring already after hearing it three times. Tell you what though, the atmospheric change when you go to underworld is a jackpot.
I suggest you import the palette system from for instance mspaint so you can get the gray-hued colors.
WTF with those menu graphics, then boom those ingame graphics wow.. Stunning background art and tilesets, however the game itself plays kinda slow for me, it doesnt always react when I press the buttons, but it's propably just in my side.
I think you should try pixel art style in the next version, frame-by-frame sprites etc. Then this would be a complete gem. Pixel Joint.com is good for inspiration, advice and knowledge if you don't know what I'm talking about. Well, even the pixel art section in NG goes, but the advice is pretty good as shit here.
Swimming feature is a good addition to the Fancy Pants series and there seems to be more sound effects and small doses of visuals/milieu improvements which can't be nothing but a one sided win-win to the gaming-sense orifices. I don't remember too precisely, but seems like the engine has some positive changes too.
Visuals-wise you could try to add more details to the general style you have, if not seriously then just as an experiment to see how good can you make the game look like and on the way discover whats too much.
From the looks of it, it looks kinda good! Keep the labour of love up! And about the controls, I think it would be the best choise to have a bag of options to set it all up yourself. There are still people who take platformers seriously and what could possibly be better for them than having a hot ass gem under complete control.
It gets harder way before you can even get the feel of the game.
There are little visuals, but that little visuals you got there are amazing. The game plays well, although I don't see the point of mouse much. I think it would've been better if you would use arrows and buttons like space to fire. If that requires too much recreation and thinking then its fine too, I like it this way too.
Rotating the character with the power of flash would've been uncreative and poor way out and seems like you used about 3 frames for each angle. Thats good, tho I'd suggest you make another eight of those angles to make the aiming smoother.
Bit too much portal influence, so it wont go too far as a good and original idea.
For simple game, I'd expect some heavier pixel work, but no you left it as simple as the engine.
Other than that, music fits and the game plays. You pretty much nailed it ;)
Played this is mofunzone and loved it. Engine is simple, yet so great. It allows both safe careful play and merciless speedrun.
Talking about speedrun, I made one and it can be found in youtube as "League of evil speedrun". Check it out ;)
-Up-arrow as jump is a taboo. Try putting it to Z, X or somewhere around there, thats where platform games usually put their shoot & jump buttons.
-Also, make a button for slow walking, because there are times when the speed becomes a huge nuisance. Space button would be nice for walk action for example.
I'd like this game alot more if it werent for these previously mentioned tweaks.
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