Whatever it is, it looks good. The characters themselves could use some polish, but it at least looks like it'll have the same atmosphere and wondrous feelings while exploring as Knytt has, but with more of a game feeling to it.
I like it. It shows great potential. Right now the #1 thing it needs is a frame of animation for while the enemy is reeling from an attack. Right now they just calmly stand at attention and it's hard to tell when it's safe to attempt to combo.
I think this will be a great game when it's finished. I suggest removing the block button, though. Blocking in an over-the-top action game is for sissies.
(I would also remove the large green objects blocking the player's view, or at least make them transparent.)
I fail to understand why people can't just play a game for a game. Yeah, this looks like Knytt. Yeah Fez looks like Crush or SPM. Yeah The Underside is a Cavestory "rip-off". Get over it! Is the game good? Is it enjoyable? That's what our primary concern should be. Podunkian certainly prooved us wrong; The Underside looks like Cavestory, plays like Cavestory, but has its own feel to it. So why is that getting praise while this is getting flak?
I think it's a very good game. It has a different feel to it than Nukijin. While Nukijin makes you move like a Ninja, this game makes you fight like a Ninja. Can't wait for the full thing.
Aye, gives problems with my Azerty keyboard too. Doing air attacks or attacking right after jumping is a bit hard, as you've got to move to the top from the keyboard, then back to the bottom.
I didn't like the controls in this. I also don't think the art style suits the game at all, it's as if they took Knytt style visuals and just hobbled together a game ontop of it.
Ps. The level of ripping off-ness in Underside is disgusting. Until I was told otherwise I thought it was just a Cave Story mod.
Saying this is a rip-off would be an exaggeration. Especially compared to Nikujin it is very different. Well, I had fun with this, although the combat didn't really feel smooth, I actually had a hard time really controlling my attacks the way I'd have liked to. Also the way the enemies acted seemed too unpredictable. But nevertheless, quite nice for a demo. Might become a sweet game.
Oh and to everyone who has problems with QWERTY/QWERTZ: If you're using Windows just press "Shift" and "Alt" simulatenously to switch y and z. Makes quite a lot of games that much more comfortable to play :)
Oh and to everyone who has problems with QWERTY/QWERTZ: If you're using Windows just press "Shift" and "Alt" simulatenously to switch y and z. Makes quite a lot of games that much more comfortable to play :)
That would put the Z even further away, requiring my right hand, as I'm on AZERTY, and not QWERTY or QWERTZ.
Personally my biggest worry is that one (or more) of them will become abandoned, since all of them look quite solid. That is always a danger when working on so much at once.
FGHJ would make it a mess for everybody, not in the least bit because it's set right in the middle of the keyboard, making it only intuitive if you use both hands. Customizable controls are the way to go.
Very well done on this one. I'm a sucker for ninja games. The controls are indeed a bit of a hazzle, but I set it up with my gamepad so I don't mind :) Custimizable controls are the best through.
But whats the space bar do? Sure it sorta strings combos together but the dude moves around so much, it's really hard to keep on target.
Oh and I love the hit counter. You should implement karma points :)