After a few weeks of work, I finally have A Koopa’s Revenge Gold at about the same state of completion it was at when I first showed it off almost three years ago. But at least the tedious part is over.
I’ve got the first two levels mostly done, and at this point I’d like to get some feedback on Koopa’s movement before I get to far into development. I’m trying to strike a balance between the original game’s movement, and the ideal movement, so that it still feels like the same game, but not so dated.
I can not stress this part enough, I’m aware that the game is incomplete. There are minor glitches and omissions, and this should be expected with a work in progress. I know 99% of you don’t need to be told this, but the 1% who need to hear it can get pretty annoying. These are the same people who ask how to get out of the cart in Pokemon Snap.
Play the demo on Newgrounds
Let me know how it feels to control Koopa. And I don’t mean which keys, (Sorry it’s restricted at the moment. The final game will have rebindable keys) I’m concerned more with how he moves, not how he is moved. I really want it to feel like a more polished version of the original. Maybe play them side by side to get a better idea.
Thanks in advance for all feedback and suggestions. They all help, even if I’m not very receptive right off the bat, I take it all to heart eventually.