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Ex C64 dev launches retro style arcade game today!

Posted: Sat May 26, 2018 12:07 pm
by Clockwork Hippo
Some of you may remember Warhawk on the Commodore 64 It was a vertical scrolling shmup that was well received by the gaming press at the time. I was the pixel artist and main level designer on the 3 man team that created the game. After Warhawk my normal IT career took of and I pretty much left game dev apart from a couple of failed games where the team broke up and some minor work on the 2009 DS remake of Warhawk where I made the main ship and some of the smaller enemy sprites. I was too busy with work to do much more than that.

If you're interested you can read peoples thoughts on Warhawk at Lemon 64 http://www.lemon64.com/?mainurl=http%3A ... FID%3D2812

Roll on several years and I was made redundant. After a month or so chilling out I decided to try my hand at indie dev and the result is Nest Lander Eggward's Adventures!

Nest Lander is a cute but hardcore retro arcade game loosely based on a lunar lander mechanic. That's where the similarities end though, as Nest Lander is much faster than lunar lander, especially on the higher skill levels.

The 8 level web based demo can be played here: https://www.scirra.com/arcade/action-ga ... nder-27270 and is rated 4.5 out of 5 and has been played over 800 hundred times.

If you like the game you can grab the full version here: https://clockwork-hippo.itch.io/nest-lander

And you can watch the trailer here : https://www.youtube.com/watch?v=vMzbnTk4I8E

I'd love to know what you guys think of the game as you're the sort of people I think would appreciate the game the most.

Thanks

Ian AKA Badtoad / Clockwork Hippo Games

Re: Ex C64 dev launches retro style arcade game today!

Posted: Wed May 30, 2018 2:04 pm
by Clockwork Hippo
Has anyone got any feedback for me? I'd love to know what you guys think of the game.

Re: Ex C64 dev launches retro style arcade game today!

Posted: Wed May 30, 2018 3:20 pm
by Antiriad2097
The web demo link gives me a 404 error, so I can't try it to see how it feels in play.

Watching the trailer, it looks very static, with overly simplistic visuals. Hard to describe what I'm getting at, sort of looks like an old Amiga PD game rather than a quality retro game. Something about the backgrounds and platforms mainly.

I do like Thrusty things, but not sure I'd choose this based on video alone.

Re: Ex C64 dev launches retro style arcade game today!

Posted: Wed May 30, 2018 7:52 pm
by Matt_B
The demo worked for me and I've given it a few goes.

From my perspective, I don't think there's anything wrong with the graphics. They're obviously not at Celeste or Shovel Knight levels, but they get the job done. I've seen worse in plenty of hit phone games, at the very least. The music and sound effects are just fine too and suit the look of the game without getting too repetitive, at least in the amount of time I was playing for.

What doesn't work so well, I'm afraid, is the gameplay. It's just too methodical in that you can just pick your path, start in the direction you want to go, slow down, stop, turn around and move on to the next leg. It was really starting to feel like a chore by the time I finished the game. Increasing the difficulty only seems to make the controls more finicky which is not the route you want to be going down for an enjoyable game either.

If there's one thing I'd add to the game, it'd be gravity. That'll stop you from just hovering in one spot while you turn around, and give you some genuine decisions to make as whether you want to risk crabbing sideways through a narrow tunnel or taking a safer but more circuitous route. You don't have to go full Gravitar and can make it just a gentle tug, because even birds that can't hover don't just plummet like rocks, but it'd add some much needed spice; feel free to leave it off the super casual mode though.

To go further, you could add some moving obstacles to add an element of timing although try to keep them to predictable paths - because randomly moving ones would just make it frustrating - and add an element of exploration by having scrolling multi-screen levels and pickups. Basically, the more ideas you borrow from the likes of Thrust and Oids the better.

I don't think you've got a massive hit on your hands here or anything, but with the likes of Flappy Bird who knows?