Bah, halfway through writing my reply, my internet disconnects and I lose it. Oh well, sorry about the post being messy, I'm still unsure of the best way to reply to everything and have it look neat.
I had a chance to load this onto my Everdrive, and just wanted to say it looks great! The art style looks wonderful (character design is cute and full of personality, and the environments have great depth, lighting and detail) and the play mechanics are simple yet challenging. The rain effect looked excellent to me playing on my CRT.
Thanks, I'm glad to here that as I have no way of testing Nim & Nom on an actual NES and have been concerned about how it may look on a CRT.
- The sprite wrap around seemed odd. Being able to walk from the right of the screen and appear on the left took me out of the experience somehow. Maybe have a hovering teleporter or portal in the air instead?
- The bounce controls on the springs took me a few minutes to figure out. You have to HOLD the jump button? Why not make it like in SMB where you jump WITH the bounce of the spring?
- Game title would be nice near the top of the screen.
- Cycling through the custom palettes was a bit hard to see on the CRT. Maybe include a larger color block next to the character so you can see what color you're on, or have a value displayed ("color 1, 2, 3" or "red, yellow, lime" etc)? I think because the character is small it makes the palette changes less noticeable. Not a big deal though.
- Maybe include two modes: Regular and Survival. The current game is like "Survival" mode in Street Fighter II, where your health is never fully restored. Just an option between two modes would be nice.
- Hmm, I don't really have room to do something like that. Maybe it wont feel weird with levels that a designed to work with it, I haven't really had too much time to experiment with levels.
- I've looked about how other games have handled this and thought holding it would be best way to do it. Having to press the button will require a bit more work to have it not rely on a single frame, but I'll try and implement it and see how it feels. Regardless, I can always use both methods.
- Easy enough, didn't really think about this as the title screen was just thrown to together so I could have something to test the menu with.
- Okay, I can do this but I'll wait till the title screen is closer to being finished. Depending how the title screen looks, I'll have to do this differently compared to what it is now.
- I have planned to do this from the start, that's why there are the "????" selections in the menu. The problem is finding the best way for the game to play for both modes. Double jumping would be fine for a survival mode but would allow to much freedom for a more challenge based mode.
This game seems very modern, like it would make a good app game.
I could imagine with some changes, it would, but I have don't really have an interest in that.
Another idea: it would be nice if the flies did not damage or knock back the character. They could be like the equivalent of bonus points (or in this case extra time/life).
I had it this way for a little while but it felt as if they weren't part of the game, or were unfinished. I does feel weird being knocked back by them so I'll fiddle around with this again and see if there is something I can do.
3rd option: you could have both approaches. You could continuously hold Down or Up (rather than 'A') to do the current bounce, but you could also press 'A' (jump button) while springing to spring higher like in SMB/SMB3. Holding Up seems intuitive enough, I would hope.
I'll probably stay with the other two methods. This sounds nice in theory but might be a little awkward while playing, especially if there is a lot going on.
So, the two options you are suggesting are:
1. Allow user to press and hold jump any time before the bounce.
2. Only allow user to press jump during a short window of time before the bounce.
If the goal is to make it easy to bounce, use 1. If your goal is to make it difficult to bounce, use 2. Either could be a valid design decision, but if you're going to make it difficult to bounce on springs, you should at least justify it by making that difficulty part of the fun. I don't think that applies in this particular case.
I think it would best to have both methods, as it isn't much work to implement both. That should cover the way of thinking for most people.