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I must say, I was very impressed when I played this game. I can tell a lot of work has been put into this, I'll start with the crits (I'm quite neat-picky, but I've seen worse than me) : - No music in the room right after I loaded a game, it comes back when I go into another room though.
- As said before, too much particle effect, either remove all that fancy particles around Samus, or add a function to enable/disable it. OR, replace it with a less fancy effect. This also applies to the charge beam and screw attack effects.
- Some slowdowns in the room just before you learn how to scan.
- I won't compliment the graphics since most of them are rips from SM, Metroid Zero Mission and Metroid Fusion (I said most, not all of them, of course). The save station is rather ugly, you should try to make one that would stick to the style, or ask a spriter here. I'm sure someone would be glad to help, it's only one sprite and this project has a huge amount of potential.
- Right after you get the speed booster, you need to get the missile launcher, well if when you go through the door, your mouse is located behind Samus, she will halt in front of the door. Meaning, I had to try it 3 times before understanding that the mouse was causing the problem, you should let the player move eventhough the mouse is in the opposite direction.
- Sound effects are really not that great, especially when Samus gets hit. In fact that's the only one you should change.
- Text messages are goddamn nice, BUT those appearing when you grab an upgrade, are a pain because they pause the game. Those messages (as I see it) are configured to let you play while you read (instead of having a huge text box and having to read through before continuing to play).
- The game generated two errors that I could ignore (thankfully), one while pressing on "Continue", saying that it couldn't read the file or something. Another one just when I entered the ship, after the escape sequence.
- Huge amount of features, too bad two of them are not so useful. Scanning is not as important as it is in Prime, you could have made some nice enigmas with it. Same goes to the grapple beam, I used it only once.
- All the beam upgrades look rather ugly, try to grab some shooting sprites that stick to that style.
- The leech beam, instead of having huge things of energy flying around and coming to you, you should make them small round things (like in Prime), and that would go straight to you, at light speed! Right now you have to wait for them to get to you...
- Regarding the grapple beam, it uses the same button as the lock-on feature. Well the lock-on feature hasn't been very helpful, if I were you, I'd remove it. Otherwise, separate the keys.
- The lock-on feature, although it's more of a gadget, it works well. Except for one thing, if I lock-on a creature and move up until I can't see it anymore, Samus still locks on that creature. You should automatically remove the lock-on feature when the creature is not on the screen anymore.
"Serriously" -> Seriously (Room where you get the Screw Attack) "Sheilding, Sheild etc." -> Shield, Shielding (Multiple rooms where you get a suit upgrade) "in it's use" -> in its use (Ship) Otherwise, it's an awesome game. Awesome physics engine, the room engine is nice too, I love it how the background moves like in Metroid Zero Mission. The Ship escape was a very good addition to the whole Metroid concept, it's a never seen before, NICE! This game is just AWESOME, I hope you're going to add things in it, make it longer. Adding a background story at the beginning of the game would be terrific! Make sure you post it at www.mp2d.co.uk! All in all, this is a good example of top quality coding, and should set the example to all GM games coming out here. Why are some good projects made in GM? I would definitely love to play this on a DS (with a few gameplay fixes). If only you knew C or C++, that would be easily doable.
« Last Edit: March 21, 2007, 05:52:35 pm by AleX_XelA »
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