darryl.revok wrote:There's a ton of story so DRW should be happy.
In general, I don't care for story in games that much. It's fine when they have it, but it wouldn't matter if they didn't.
The remark that I once made about a game with a good plot was referring to the desire to have one
specific game that has a really good storyline.
And in that statement, I was talking more about action RPGs where the story is told through the fact that you can talk to people and walk around wherever you want. I was not talking about "Ninja Gaiden"-like cutscenes.
If you want to see the 8 bit game with, in my opinion, the best in-game story, have a look at "Final Fantasy Adventure".
Alright, now to the game itself:
tokumaru wrote:On the other hand, it does feel quite a lot like a beat 'em up (with more platforming than the typical beat 'em up, though), a style that apparently he doesn't like.
I don't mind the style in that game. I only hate these games where the screen stops until you have defeated all opponents and where the opponents take many hits until they're defeated. Those beat em ups are just so slow-paced. In "Haunted Halloween", you just need to attack the opponents two or three times and you can defeat them on the go, so that's fine.
Visually, you have created a really great atmosphere. But there are some things that I have issues with.
Firstly, the music.
That's really the worst part of the game.
The title screen music is o.k. But the intro and level music is really unpleasant.
Did the character just jump into the background graphics?
How could you make this stand in the background an actual platform? Visually, this is totally wrong.
You're standing in the middle of the floor. It even has an isometric perspective which give it a 3D feel and a pretty clear picture of the character's Y-axis. But the movement remains a straight left/right thing and therefore purely 2D.
Now, you jump right up and suddenly you're standing on the third stair from the background.
Are we supposed to believe that the character made a big diagonal jump into the screen?
And later the same problem: You let yourself fall from the right edge of the stairs and suddenly you're standing in the middle of the floor again.
Next thing that I noticed: Why does the guy live in a giant's house?
Then: You have two animation phases for the character in the cutscenes:
Why don't you use them when you let him run?
Why do you always use just one of these images per scene instead of switching every few frames to give it some abstract rendition of movement?
Then a minor complaint:
school? So, we're not playing a teenager like in most of these works? The zombie apocalypse was thwarted by some 10 year old boy?
So, my feedback might have been a bit negative, but I thought after I asked for it so many times, I owned you more feedback than just "Pretty nice game."