Nya Quest youtube review

The Uber Hunter continues his epic quest to plough through the many, many entries and kindly gives my lil’ entry a go along the way! πŸ˜€

It was fun watching him work it all out and I’ve got to say after watching a few of mr Uber’s vids now that he’s a very sharp man. It boggles my mind how he picks up on things so quickly like the shadows indicating direction in ‘false saint honest rogue’ or the tactics to dispatch the ‘mecchu’ mice in my game without taking damage XDΒ  I think he’s the first person I’ve seen to actually complete it on his first try πŸ˜›

I was expecting my modest entry to get slated a bit more but so far reception has been a lot more positive than my modesty would’ve allowed me to hope, so thanks again to mr Hunter for checking it out, the 7drl community for being fantastic in general and to anyone else who takes the time to give it a shot :3

As always, feedback is very, very welcome as this is my first stab at a publicly available game and I’ve enjoyed the process so much that I’m considering building on the basics of this greatly to make a new, more polished game I’m tentatively titling ‘Nya Mix’. It’ll also give me a chance to do all the nice animations, actual graphics instead of placeholder and whatnot that I’d wanted to make for Nya Quest πŸ˜€

6 thoughts on “Nya Quest youtube review”

  1. Your game is solid, it works hassle free. It had a goal, stuck to it and achieved it. It’s not an admirable failure like so many (perhaps like mine?). There are better games in the competition, but yours is one I’ll remember.

    1. My game fails to teach the player how to play, though the help file is easy to see. See Darren’s Mosaic for one that succeeds in teaching brilliantly. First level is easy peasy, plus a help icon right up front. But he doesn’t spoil anything, the strategies are still there to discover.

      Yours does well on that front as well. Because it’s obvious and basic PLUS there’s a trick or two to learn. 2 levels of play. You probably came by that organically as well, like during coding right?

    1. Heh, I thought he might die on that final level but he managed to do some fancy footwork and squeak his way out… i’m very impressed :3

      As for teaching the player, i think there’s a limit to what you can do in a 7 day roguelike. I started late so i knew I wouldn’t have time to really educate the player plus I love simple control schemes so I already had a rough idea of the route I intended.

      I’m currently making a boardgame in my spare time with a combat system based heavily off positioning and timing (think soul calibur the board game) and thought this game could maybe use a super stripped down element of what I was doing there. what I ended up with is a looot simpler and quite different from my boardgame but lends itself to a different set of possibilities. For Nya Mix I’m already planning some outlandish things like ‘laser mice’ which have tron-bike-like laser trail tails and pirate ship mice which have to turn sideways to broadside you with their cannons XD

      That said, I haven’t actually disabled all the features I was working on that didn’t make the cut. For example, in the end i decided I didn’t like strafing but the whole thing is still there and you can strafe about by holding ALT when using the arrow keys ;D

      F2 also re-generates the level so if you’re getting your rear kicked you can cheat by hitting that (resetting the level also resets your health, though it’ll also restore all the enemies :3 )

      Whatever you do, don’t press F1. that’ll give you the same movement system as the mice… i don’t think the game is possible to win in that mode, but F1 toggles between “Turn or Move” and “Turn and Move” so you can switch back to the normal movement system easily by just pressing it again πŸ˜€

      I did have a rudimentary Field of Vision system but it wasn’t great and I lost it when my game maker didn’t shut down properly and wiped my largest script file :s

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