Cyber Quack
A downloadable game for Windows
The World is threatened by Aliens, this is a task for the Hero of the Universe "Cyber Quack". It´s a 8-Bit NES-Style Platformer and a mixing from "Ducktales" and "Metroid".
Features:
- Retro Style
- Pixel Graphics
- Chiptune Sound
- Unique Gameplay
Movement:
Left Arrow = Left
Right Arrow = Right
Y/Z-Button = Jump
X-Button = Shot
This is a Prototype ..., tell me what you think of it!!!
Status | Prototype |
Platforms | Windows |
Author | MisteryJay |
Genre | Platformer |
Tags | 2D, 8-Bit, GameMaker, Indie, Metroidvania, NES (Nintendo Entertainment System), Pixel Art, Retro, Singleplayer |
Download
Download
Cyber Quack Prototype.zip 2.7 MB
Comments
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Really cool graphical style, sound, and overall vibe, but the teleport mechanic is really confusing. Sometimes you move farther, sometimes not. And the teleport should be a different button from the shot so that you don't accidentally teleport when you're just trying to fire quickly and instead end up teleporting into an enemy.
<span class="JLqJ4b ChMk0b" data-language-for-alternatives="en" data-language-to-translate-into="de" data-phrase-index="0" <thanks="" for="" your="" feedback,="" the="" idea="" with="" second="" button="" is="" worth="" considering.<="" span=""><span class="JLqJ4b ChMk0b" data-language-for-alternatives="en" data-language-to-translate-into="de" data-phrase-index="0" <thanks="" for="" your="" feedback,="" the="" idea="" with="" second="" button="" is="" worth="" considering.<="" span="">Thanks for your Feedback, the Idea with the second Button is worth considering.</span></span> <span class="JLqJ4b ChMk0b" data-language-for-alternatives="en" data-language-to-translate-into="de" data-phrase-index="0" <thanks="" for="" your="" feedback,="" the="" idea="" with="" second="" button="" is="" worth="" considering.<="" span="">I don't understand that the Teleport doesn't work, it works every Time for me.</span>
When I use it it moves at different distances sometimes. Sometimes like 3 or 4 character lengths, usually closer to 2.
The teleport throws you exactly where the shot is at the moment ..., this is also intended to cover different distances.
Ahh! Okay, that's the part I wasn't getting. I can see how it needs to be tied to the shot now. I guess with a non-prototype full version there'd be some kind of tutorial explaining that. I had no idea that was even a function/that was what was happening, so it just seemed janky and unreliable as a result.