Bloodfall

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drludos
Posts: 53
Joined: Mon Dec 11, 2017 4:01 pm

Bloodfall

Post by drludos » Sat Feb 22, 2020 3:52 pm

Hi everyone,

After several years of wanting to try my hand at making a NES game, I'm happy to finally have made something to join the NESDEV compo!

My entry is titled "Bloodfall"
Image

It's a simple action game, with procedural generated levels. Beware, this game is quite violent and gore and not meant for children: the core gameplay involves dismembering zombies by shooting at them, resulting in a lot of blood splatters.

You can find the ROM attached to this post (NROM).

As there are still some time before the compo deadline, any feedback is appreciated!
(especially regarding the game difficulty / balance)

I hope you'll enjoy it! :)
Attachments
bloodfall.nes
Game Rom (02-22-2020)
(40.02 KiB) Downloaded 211 times
bloodfall.gif
bloodfall.gif (210.33 KiB) Viewed 2545 times
Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

lancuster
Posts: 157
Joined: Thu Feb 18, 2016 3:20 am

Re: Bloodfall

Post by lancuster » Sun Feb 23, 2020 7:44 am

Excellent work. :)
But there is one note. In some levels, the screens with platforms are generally empty. Is this how it was intended, or did you just forget to add enemies?
Check my romhacks and NES arts on Patreon

See my hacks on Romhacking.net
I added level configs for 102 NES games in CaD Editor!

drludos
Posts: 53
Joined: Mon Dec 11, 2017 4:01 pm

Re: Bloodfall

Post by drludos » Mon Feb 24, 2020 1:53 pm

Thanks for your feedback, I'm glad you enjoyed the game! :)

To answer your question, yes, the fact that some levels are "empty" (a series of platforms without anything, or sometimes with only a treasure chest) is intentional. My idea was to introduce some brief "relief" moments between the regular levels packed with many zombies. As the levels are generated on-the-fly, there are some randomness on that point though, so you may encounter "relaxing" levels more or less frequently from one run to another.

Did those "empty" levels provide you with some relief, or on the contrary would you have preferred that every level has at least one enemy?
Download ROMs of my games: https://drludos.itch.io/
Support my work and get access to beta and prototypes: https://www.patreon.com/drludos

lidnariq
Posts: 9500
Joined: Sun Apr 13, 2008 11:12 am
Location: Seattle

Re: Bloodfall

Post by lidnariq » Mon Feb 24, 2020 2:00 pm

I found it a little weird that up aims up, but down only aims down while you're jumping. This makes dealing with enemies on the level below you harder.

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