Demo Citadel Stormer 2 | Action Platformer [DEMO]

pixeltroid

Member
CS_logo_small.PNG

DOWNLOAD FROM GAMEJOLT.COM

DOWNLOAD FROM ITCH.IO

Project Background:
This is a follow up to a short platform game I made for the 34th GMC gamejam. I was quite happy with the way it turned out. A couple of weeks ago, I decided to make it my main project for the next few months. I am hoping to build it into a full length game.

Game Story:
I'm still fleshing it out, but it's basically about stopping an evil AI that's wreaking havoc on the world with it's army of killer robots!

Current gameplay features:
- Simple straightforward old-school 2D platformer action.
- Fight using 3 different guns with varying attack damage. (More guns will be added!)
- Avoid hazards - instadeath spikes, electric bolts etc.
- Fight a variety of robot enemies.
- Game save and load.

Screenshots:






GIFS:







Demo notes 22/06/20: As of now, I have included most of the game's core mechanics in the demo. The demo contains the first level of the game in it's entirety. For the purpose of the demo, I have included all 3 weapons in the first level. This will change in the final version.
 
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pixeltroid

Member
Guys/gals of GMC, please check out the demo. It's less than 10 minutes of game play. I'd love to hear your feedback and suggestions!
 
Ok, I had a go at it. Very nice little game with a lot of obvious love and polish put into it (I especially like that the bullet fire lights up your characters little pompadour). Here's my feedback:

- It would be nicer and easier to control the character if the vertical jump velocity was a little weaker, there were points when I was standing and trying to jump onto a ledge but kept shooting right up and hitting spikes on the ceiling (less vertical velocity combined with a lesser increase in gravity per step would achieve the same overall jump height, without the apparent rocket boots the character seems to have).
- O and L for shoot and interact are a little weird. Maybe Space for shoot and F for interact?
- I had no idea that the spikes would kill me, they looked very non-threatening even though they do technically come to a point, maybe work on the art for them a touch more to make it obvious that they are an instant-kill.
- I kept dying after the respawn section and basically got stuck there. The platform goes back up when you restart there, so you don't have a solid base to walk across (encountering another instant-kill death pit of spikes if you miss the now required jump) and the lasers on either side of the platform area are just an ammo soak with no "fun" in taking them out (making them feel like a needless time-waster). I ran out of ammo a few times at that point and, even though I got past there a few times, I died enough that I hit the game over screen.

Overall really nice presentation and, as I said above, obviously a lot of time spent polishing the small details which makes the game feel very cohesive and fun.
 
Gave it a go......... i thought it was brilliant. very well polished, only problem is that i feel the jump is a little too high. The music is addictive and all the mechanics seem there.
 

pixeltroid

Member
Ok, I had a go at it. Very nice little game with a lot of obvious love and polish put into it (I especially like that the bullet fire lights up your characters little pompadour). Here's my feedback:

- It would be nicer and easier to control the character if the vertical jump velocity was a little weaker, there were points when I was standing and trying to jump onto a ledge but kept shooting right up and hitting spikes on the ceiling (less vertical velocity combined with a lesser increase in gravity per step would achieve the same overall jump height, without the apparent rocket boots the character seems to have).
- O and L for shoot and interact are a little weird. Maybe Space for shoot and F for interact?
- I had no idea that the spikes would kill me, they looked very non-threatening even though they do technically come to a point, maybe work on the art for them a touch more to make it obvious that they are an instant-kill.
- I kept dying after the respawn section and basically got stuck there. The platform goes back up when you restart there, so you don't have a solid base to walk across (encountering another instant-kill death pit of spikes if you miss the now required jump) and the lasers on either side of the platform area are just an ammo soak with no "fun" in taking them out (making them feel like a needless time-waster). I ran out of ammo a few times at that point and, even though I got past there a few times, I died enough that I hit the game over screen.

Overall really nice presentation and, as I said above, obviously a lot of time spent polishing the small details which makes the game feel very cohesive and fun.
thanks for your feedback! Happy to see that the little details I put time into creating are being noticed. :D

- Yes. I will refine the jump.
- regarding keyboard controls, I wanted the move buttons mapped on the left side of the keyboard and action buttons (shoot, interact and dash) on the right....similar to the layout of game controllers. But I will see if I can add alternate buttons.
- regarding the spikes, I'll see if I can make them more intimidating and pointy I guess.
- the spike pits and jumping challenges were part of the level design. It requires the player to execute perfect jumps from the edge of the platform. But I'll probably have to get the player used to making edge-jumps (?) without the risk of dying -- before introducing the spike pits. Will do that in a training level or something.

Thanks for the feedback again!
 

pixeltroid

Member
Gave it a go......... i thought it was brilliant. very well polished, only problem is that i feel the jump is a little too high. The music is addictive and all the mechanics seem there.
thanks for your input and comments. I'm still refining things right now. The player jumps around 3 times his height...similar to Mario. It's not very realistic but IMO, it will be required for jumping challenges that appear in later levels.
 

Mk.2

Member
- Movement with WASD and other actions on the right side is actually my preferred control scheme for action platformers, but it's common to have the main action keys aligned horizontally.

- Regarding movement and jumping, some coyote time would improve it. That section where you have to jump up through opposing ledges often led to mistiming the jump and falling down. It didn't feel like that was part of a platforming challenge, it just felt like I could move a bit further before jumping, which is the reason many games implement coyote time. It makes a huge difference.

- Are there plans to add an attack for when the player runs out of ammo? Being entirely unable to fight enemies once ammo is depleted might lead to enemies acting as obstacles which the player can't pass, unless this is considered in the level design.

- One of the first things the player does in the game is drop into a pit without knowing what is below. This teaches the player that it's safe to drop into pits, until they discover there are insta-kill spikes in the game, and from then on might be hesitant to drop into pits because there's no way to know whether it's safe or not.

I captured some footage showing a couple of bugs which can be consistantly recreated. The round flying enemies sometimes don't cause damage on collision with the player, and the player can stick to the sides of the electric obstacles.

 
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pixeltroid

Member
- Movement with WASD and other actions on the right side is actually my preferred control scheme for action platformers, but it's common to have the main action keys aligned horizontally.

- Regarding movement and jumping, some coyote time would improve it. That section where you have to jump up through opposing ledges often led to mistiming the jump and falling down. It didn't feel like that was part of a platforming challenge, it just felt like I could move a bit further before jumping, which is the reason many games implement coyote time. It makes a huge difference.

- Are there plans to add an attack for when the player runs out of ammo? Being entirely unable to fight enemies once ammo is depleted might lead to enemies acting as obstacles which the player can't pass, unless this is considered in the level design.

- One of the first things the player does in the game is drop into a pit without knowing what is below. This teaches the player that it's safe to drop into pits, until they discover there are insta-kill spikes in the game, and from then on might be hesitant to drop into pits because there's no way to know whether it's safe or not.

I captured some footage showing a couple of bugs which can be consistantly recreated. The round flying enemies sometimes don't cause damage on collision with the player, and the player can stick to the sides of the electric obstacles.

hey thanks for playing and providing me your valuable feedback.

1. The main action keys will also include "P" for dashing. So the O and P buttons are taken up. So I had to use "L" which is below O for interaction.
2. I will refine jumps. I am currently looking into coyote time (hadn't heard of that term and mechanic until now)
3. I actually thought the ammo provided (as pick ups and enemy drops), for 3 weapons would have been more enough for the player. I'll greatly increase the number of pick-ups scattered on the map but I want players to manage their ammo.
4. Yeah, I will need to fix that issue as well. Perhaps I can come up with something to make it clear that there are spikes around the player, perhaps some tiles that are used only around spike pits.
5. Great find! Thanks for reporting those errors. I forgot to code in damage for contact with those round enemies. With the electric obstacle, it was an issue with collision. I've fixed both the issues.

Once again, thank you for playing the demo!
 

Mk.2

Member
No problem, will be happy to play the next update and give more feedback.

Regarding ammo, I'd say there definitely was enough ammo to deal with the enemies in the level, but the scenario of the player running out (for whatever reason) should still be considered. I think having to reset the level because you ran out of ammo and there's an enemy blocking the path is something that should be avoided in the design, rather than leaving it up to the player to anticipate that.

Good luck with the next update!
 

pixeltroid

Member
Devlog #2 (29/06/20)

Updates.

Okay. Time to present some updates on the game.


1. New backgrounds. These have an "outdoor" feel. I quite like how it turned out. :)



2. Backup weapon. Players complained of running out of ammo. So I made a Tazer gun that is useful in close range and can be used without an ammo limit.



3. Gold coins! If you collect a certain amount you get an extra life.



4. Show case of existing weapons: Tazer, Submachine gun, Assault Rifle and Shotgun.




I will add these to the next version of the Demo.


You can download the previous version at these locations:

DOWNLOAD FROM GAMEJOLT.COM
DOWNLOAD FROM ITCH.IO
 
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Ladi_Pix3l

Member
Hi there,

Small feedback but first. I'd like to say that I'm also working on a platformer shooter as well so I was interested on the approach you took.

Everything was fine and the control was... fine. Not a fan of 'W' being jump due to the nature of this mega man like style. I find myself wanting to press 'L' or 'O' for this but I understand why. Also there's a real heavy spark in gravity when letting go of 'W' (or jump in this case). Feels off a bit.

Other than that, it's a fine game with a high potential.
 

pixeltroid

Member
Hi there,

Small feedback but first. I'd like to say that I'm also working on a platformer shooter as well so I was interested on the approach you took.

Everything was fine and the control was... fine. Not a fan of 'W' being jump due to the nature of this mega man like style. I find myself wanting to press 'L' or 'O' for this but I understand why. Also there's a real heavy spark in gravity when letting go of 'W' (or jump in this case). Feels off a bit.

Other than that, it's a fine game with a high potential.
hi! thanks for taking the time to give feedback.

I've heard from some other players that the jumps feel "off" or that there are some issues with gravity. I'm still trying to figure out what I can do to improve the jump. :)

That said, I will add an alternate jump button on the right side of the keyboard.
 

pixeltroid

Member
Devlog #3 (27/07/20)

It's been nearly a month since the last update. I'm proud to say that I got a LOT done in that time and met most of the goals I had set for myself. Here are the highlights:

1. World 1 has been COMPLETED! I finished designing all the levels for World 1. I could keep polishing it but I've decided it's good enough and have moved on to other tasks. Currently World 1 has a total of 3 levels and 1 boss fight and adds up to (approximately) around 30 minutes to beat it. IMO it is a pretty solid amount of time for one world!
GOAL.png



2. BOSS BATTLE!
I made the very first boss for the game. This big yellow floating robot shows up at the end of World 1. He attacks by shooting projectiles from his arm cannons and can also inflict massive touch damage. I quite like how it's animation turned out, although the actual sprites need more polishing in terms of shading and detail. I'm thinking it needs an jet pack like device to convey how he's actually flying, because right now he's just floating about in mid-air.




3. Thwomp-like enemy! I made a bunch of new enemies for World 2. Among them is a thwomp-like enemy. Insta-death if one of them lands on you!




4. Deadly Drone! Another enemy I made is this drone that shoots at you at an angle. It's bullets destroy crates you might hide behind. And when defeated, it will dive towards you! I like this design so much that I plan on recycling it to create more variants. I'm thinking that other models will shoot heat-seeking missiles or even generate a flame. Maybe I will create a "good" version of this drone and have it follow the player. Ideas welcome!



Other tasks completed:
- New tilesets and backgrounds (as seen in the gif above).
- Level designs for World 2. The basic rooms are done, but I'm still tinkering around with enemy and trap placements.
- Fine tuning of enemy behaviors. Some enemies were too difficult (or too easy). Those issues have been ironed out for the most part.
- Balancing difficulty. Added more health and ammo pick ups, deleted some enemies from the maps.

I will be releasing a new, more polished Demo soon and that will include most of the objects showcased in this thread so far. But if you haven't played Citadel Stormer 2 yet you can download the existing version (1.0) at these locations!

DOWNLOAD FROM GAMEJOLT.COM
DOWNLOAD FROM ITCH.IO

It contains the full first level and takes around 10 minutes to beat. It also demonstrates the controls and the basic structure of the level design!

Thank you for reading!
 

pixeltroid

Member
I think I was able to go through the electricity itself, unless I was positioned near the middle of it, in which case it damaged the player.
Hmm. That thing isn't supposed to hurt the player. It just acts as a solid wall. Let me check the object and get back.
 

Yrbiax

Member
Hey, i tried your demo.

Combat was pretty fun. I liked enemy designs. :)

I think that pixel perfect jump that you had to make after save point was bit annoing, died many times there.
Also elevator wasnt there when i loaded.

Finally made it bit further, but then i got this error:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
at time step215
of time line tl_hopper_ai1:

Unable to find any instance for object index '38' name 'obj_target1'
at gml_Script_scr_chase_target
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_chase_target (line 0)
Timeline_tl_hopper_ai1_9
 

pixeltroid

Member
Hey, i tried your demo.

Combat was pretty fun. I liked enemy designs. :)

I think that pixel perfect jump that you had to make after save point was bit annoing, died many times there.
Also elevator wasnt there when i loaded.

Finally made it bit further, but then i got this error:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
at time step215
of time line tl_hopper_ai1:

Unable to find any instance for object index '38' name 'obj_target1'
at gml_Script_scr_chase_target
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_chase_target (line 0)
Timeline_tl_hopper_ai1_9
Hi. Thanks for trying out the demo. Also thanks for spotting that error. I'll fix it asap. And I guess it's time to release a new demo.
 
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