Baboon Monk
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Saturday, May 5, 2018 - 06:09
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A character from my game Spirit of the Wind.
Link to give it a try: https://evilartbunny.itch.io/spirit-of-the-wind
Feel free to use this baboon in your game. Could be a boss, a character. Who knows? If you do use him give me a shout out.
Also check my gallery for the jump sprite for him.
File(s):
sprite_baboonMonk_strip8.png 4.6 Kb [1247 download(s)]
sprite_baboonMonkJump.png 2 Kb [892 download(s)]
Comments
Nice of you to share these!
How's the game going?
Lol - have met some fundamental difficulties that I don't know how to solve.
Hmm what are you trying to accomplish? I have some experience with game maker as well, so it could be that I had the solution by some magical stroke of luck.
No its not a programming issue. It's a game design issue. More or less it centres around two major issues. The "fail" concept and the story concept.
So what is "failure" or death in this game? How does it work. whimsical games like Mario let you die without really taking it seriously, serious games like dark souls intergrate death into its plot, middle ground games like Zelda or FF7 use death to indicate you need to grow stronger before a certain point. So I'm not sure what it means in my game.
Also game turned quite story orientated. So platformer with rpg like story.... it's not impossible but it is at the moment walls of text spliced at the end of mario like levels lol. The intergration is... left desiring in my opinion.
Anyway lol that's where I'm at currently
Ahh yeah the walls of text in a platformer was the same problem I had in my Pony fangame.... never really found a good solution to it.
I played through it, it's pretty neat! Solid level design and good use of teaching puzzle elements through gameplay. Controls are a little bit clunky, whether you are using the arrow keys or WASD to move space bar is kind of awkward to use as a jump button... maybe use right click or button Z or C?
As far as text goes, my suggestion would be to use cutscenes and gameplay to advance the plot instead of using text whenever possible. It's a bit of extra work, but I think the game's art style and atmosphere would work really well with this form of storytelling. Maybe instead of the flying monkey telling you how to play the controls could be written as scrolls on the walls of the dojo or something...
In fact, depending on how complex the later parts are (it's not quite clear yet what exactly happened to the protagonist's brother) it might even be possible to tell the entire story without any text at all! Since I assume the next chapter is a dream sequence you can pretty much play through the backstory, or use symbolism and level design to hint at it without being explicit.
I have more specific suggestions if you want them, but I don't want to get too far ahead of myself.
Hey. Thanks so much for the feedback. I'm glad the level design is working. It's my proudest part?
As for controls - yeah well, at some point I would want to make controls customizable. But was gonna create more game first.
I'll take you up on your offer for chat some time. Thanks again