About:

A Mega Man-inspired platformer continuing the story of Heart Clash, made for 90 Days & Ship It! Jam 2021!

One hundred years from now in Clash City, a specially trained squad of A.I.s and humans work together to protect the lives of citizens.  They're celebrating after their most recent victory, but hot on the heels of success a new crisis looms.  They can handle danger but what happens if one of their own turns against them...?

Controls:

Keyboard and Mouse:

Pause - Escape
Move - WASD
Jump- SPACE
Shoot - Z (LMB)
Interact - E
Dash - Left Ctrl
Climb Up Ladder - W
Drop Down Platform - S + Jump

XBOX Controller:

Pause - Start
Move - Left STICK
Jump - A
Shoot - X
Interact - Y
Dash - RShoulder
Climb Up Ladder - Up on Left Stick
Drop Down Platform - Down on Left Stick + Jump

Credits:

Pixtales - https://pixitales.itch.io/
MrScientist - https://mrscientist.itch.io/
MxAshlynn - https://mxashlynn.itch.io/
Joshlynn - https://joshlynn.itch.io/
Blood_Jackal - https://blood-jackal23.itch.io/
Lytesander - https://lytesander.itch.io/
UnstableReactor - https://unstablereactor.itch.io/
Innovator -
PandaS -

Comments

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I played the older demo a while back and have also dropped my criticisms on that one, so I'll do the same here.

Compared to last time, the physics are definitely improved from last time. Jumping is a lot less momentum heavy, and the wall jumping is no longer as commital as before. They're still a bit rough, though: jumping has you go up pretty slowly, but then go down like a stack of rocks; and then wall jumping has you cling on on the wall and won't let go unless you manually get off it via jumping or pressing down (i think, i might've misremembered), which is not awful, per se, just very unusual.

Shooting has been improved as well, now the character can properly rapid fire like it would in Mega Man, though the bullets move pretty slow and take a while to vanish off-screen, making it still annoying to rapid fir, but at least to a manageable degree. The new (?) charge shot, however, is quite awful.

For one, it takes a while to fully charge up, which wouldn't be a problem if you could fire a shot when not fully charged, but you can't. You don't get a semi-charged shot, not even a normal uncharged pellet, just nothing comes out, which is massively annoying, since often I have nothing come out when I release the moment the enemy decides to make itself vulnerable because my buster was a fraction of a second away from fully charging. On the flipside, I also obliterated the miniboss with like, three charged shots, so maybe look into balancing that as well.

And then there's the new dash. You can't dash jump, so I barely used it.

Overall, quite a let down. In the 8 months that passed since that original demo, the game improved very little, graphically and mechanically, and still has jank, and the level design in this demo is much less interesting than the previous one.

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thx for the feedback, i worked on the player/enemy physics and mass majority of the art. Found this helpful. I also kinda designed level 2 and 3, some team decision made i dont like. i will improve on that. And yeah, i totally agree it wasnt as good as the original heart clash. We were short on time and a lot of fun mechanics were missing from the first heart clash. I will continue improving the game but on the first uploaded heart clash and some of the members are moving on to different things. I work better in smaller groups so thats good. See me again in upcoming yuri jam 2 and better improve heart clash!

oh my mistake. I thought level 2 and 3 in the game. We soon add it in though

(+1)(-1)

There were some bugs and issues, but i appreciate your hardwork :)

Thanks for your feedback and comments!
We'll be updating this as soon as possible to try and fix isses with softlocks and other bugs that occured!

You're welcome, here's the link of my game:

https://spirit-warrior.itch.io/the-clumsy-miner

(+1)(-1)

I had to reload this page five times to play through the game, here's what happend each time:

1) Didn't realize there was a tutorial level and didn't know it was down plus jump to fall through the thin platforms.

2) Talked to the first npc in the game and it softlocked.

3) Found the tutorial level, and after going through some of it softlocked (might've  went through a dialouge box too fast.)

4) Found out that jumping + talking to an npc causes glitched dialouge, and after messing with that more the game softlocked.

5) Got stuck on the 6-tile spike jump for a bit until I found the air dash button randomly, and then softlocked after wall-jumping into the upwards screen transition instead of climbing the ladder.

Finally then was able to finish the game.

On top of having to reload five whole times, the game generally plays and feels not very Mega Man like, and with many other minor bugs I can only assume a lot of time was spent on the art rather than the game part, and even then it still doesn't look great since the pixel art isn't scaled to an integer amount.

You had ninety days... What happend.

(-1)

Hey Trianull, your comment is too harsh for the developer, and honestly, what you've written is not feedback, its a criticized comment that can only demotivate the developer. You had to give a feedback about the game. You just tell him the bugs and issues you're having with the game. And your "I can only assume a lot of time was spent on the art rather than the game part, and even then it still doesn't look great since the pixel art isn't scaled to an integer amount.You had ninety days... What happend." line was way too harsh. It'll only demotivate and disheart the developer instead of tending him/her to fix the pointed out bugs and issues.

(+1)

Thanks for you feedback, and sorry that you had such a rough time with all the softlocks.

Hopefully we can address these issues soon.