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Wonderful! love it!

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Thank you! :)

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Огромное спасибо за новую демку! Игра стала гораздо шустрее, что довольно приятно. Однако стреляющие противники на вертикальном уровне теперь доставляют много больше проблем.

По поводу прыжков я имел ввиду представленное на видео поведение. В "ожидаемом" - результат небольшого "мода" с моей стороны ( при прыжке проверяется не состояние игрока (лежит/стоит), а нажатие клавиши "вниз"  ). Надеюсь, это не обидит автора. 

Ничего страшного нет, наоборот, спасибо за фидбек! Сделать спрыгивание на ходу можно, но я ещё не решил - собираю фидбек. Совсем не исключено, просто мнения у игроков по этому поводу разные. Может быть, ради эксперимента, в следующем обновлении добавлю эту возможность

Deleted 3 years ago

Спасибо! :)

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Very cool game. I love almost everything about it so far. The only thing I found a little annoying is the delay you have to wait after being damaged. It could be 1f or 1.5f second less. 

//М-да, с английским у меня не очень, поэтому продублирую на всякий случай)) В игру буквально влюбился, но задержка после получения дамага несколько долгая на мой вкус... 

Всё ок :) Задержка после смерти сокращена др 1.5 сек, думаю на следующей неделе обновлю демку. Там и прыжки "приятней" станут. Спасибо! :D

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Здорово! Жду с нетерпением. Есть только один вопрос: более приятные прыжки включают возможность спрыгнуть с платформ на бегу?

Пока что нет, я основываюсь на мнении большинства, которому интуитивным кажется прыжок вверх на бегу =\

Про приятные прыжки - имелось в виду input buffering

(4 edits)

Упс, и правда выглядит странно) Но я немного не о том. Если во время бега и стрельбы прожать "вниз+прыжок", пресонаж не спрыгнет вниз, но подпрыгнет. Или это фича?

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This game is crazy. The graphics, the music, the boss fights, everything. I love every aspect and have found myself playing it countless times even in it's unfinished stage. I can't wait to see what's coming to the game in the future, and I honestly hope it stays free as well. Thank you for all your hard work, it shows in the gameplay!

Oh, thank you very much! But after the release, the game will be paid =\ But in the future the demo will have 3 levels

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That's about what I expected. No matter the price, I'm ready to buy!

Glad to hear that! :)

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Hi.

As a contra-lover, I liked the actress very much.

Thank you! :D

It's looks laggy for some reason, I'll surely fix later, it's not supposed to work like that :(

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Can I run this on 32bit version of win ? 

And how can I support the game 

Im really excited great work btw 👍👌

1) Yes, you can. Previous demo version was 64x, but it was an accident :(

2) You can wishlist it on Steam: swm.to/IronMeat

Thank you for your attention, glad you like it! :)

(Google help me to translate it)

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Nice!  Great contra feel

Thanks! :)

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Hi! A couple of tweaks I think you could implement:

1- Map the same command to different buttons, like change weapon to both L1 and R1 and stay to L2 and R2.

2- You're probably still balancing the difficult, but the second stage is too easy. Climb the place makes no need for quick reactions since there's no enemies comming from outside the screen. Maybe you could place some enemies comming from bellow sometimes.

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Hi!

1) Cool idea, I think I'll do it, thanks!

2) Oh, difficult question... Most reviews say that the level is too hard, so in case if  I'll add  enemies like you suggest, it will be only on "hard"

Thanks for feedback! :)

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Looks great!

Thanks! :)

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So cool! I can't wait for the full game!

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Thank you! :) I'm doing everything I can to get it over with as quickly as possible

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Loved the game! it was so fun and insane! I cant wait for the full game when its done! ill definitely make a video on that! 

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Thank you for taking a look at the game! :)

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Really cool game. Looking forward to more development. :) I used to love Contra and Metal Slug, and this game is awesome! Would 2 Player Co-op be a thing in the full game? 

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Yes, there will be 2 player co-op in full game. Thanks for your attention, glad you liked it! :)

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very interesting game. I am not usually interested in these kinda games, but your game is an exception. I love it. i hope to see more of it in the future. keep up :)

btw if you are interested, here is my video:

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Thanks for your attention! I suppose you should know - it's autofire, you can just hold fire button :) Nice video! 

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absolutely loved the gameplay video on Alpha Beta Gamer. It's your project but I hope you'll make some huge animated set pieces, level geometry, and enemies - larger than the screen... think e.g. first level of Dynamite Headdy, or how you feel when you first arrive at the airship in Sonic 2... huge pieces of geometry moving around can be really epic

Also spider tanks shooting rockets

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A ha ha, thank you! :D
Enemies larger than in the demo of course will be. But I'm afraid there won't be any REALLY giant enemies, I'm still not a very experienced artist.
 Very big enemies can come out ugly and take an unreasonably long time. But an enemy the size of a truck is always welcome! :D

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Dude from what I've seen you're a pretty good artist. You have a great eye for colors and style. Keep at it and you'll get there. But trust me. You want to get there. And if you focus on just that, I'm fairly sure you'll get there in a reasonable amount of time. Also what if the scenery moved? E.g. if one of the bunkers in the first level suddenly shifts, like due to an earth quake. Or it suddenly rises and starts moving around on legs because it's actually a mech. That would be so cool. I guess I just like a lot of movement on the screen :D I think for very large geometry one thing people did back in the day was model out stuff in a 3D program, render that, then paint over it, covering it in full. It helps a lot so that whatever large geometry you're drawing doesn't start looking off. Think of it as a guide of sorts. Before they had 3D to do that, they would just draw out the mesh on paper or on a layer in the painting program. That's very helpful, too.

(I use Google translate)

Giant enemies are cool. But my time is limited. I can learn to make big enemies quickly, but it also takes time :D
A sinking bunker is a great idea!

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haha thanks :) good luck :)

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This "Horror Contra" blend is amazing. Big fan! Just finished the first two levels. Incredible attention to detail, love the depth to the background, details like raining blood, the way enemies explode in a blood mist.

Great stuff! Nostalgic yet fresh.

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Thank you!  It's hard, but interesting to make games. Really glad you like it!

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You did a fantastic job. Reminds me of playing Contra when I was a kid. But the art style and horror aesthetic gives it a Castlevania / Lovecraftian / Stranger Things vibe. Gonna wish list on Steam for you

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Awesome! Rest assured, I will return the favor :D (my English is bad, so I use google translate)

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From what I've seen this is the best "run-and-gun" game of this decade, If I was to describe this to someone else I would say its the perfect mix between Metal Slug and Contra. Can't wait for the full release.

Ohohoho, thank you! I'll try not to disappoint you on release!

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Большой респект от BELONGPLAY и PERBS:


->> https://belongplay.ru/iron-meat/
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Great work! I enjoyed a lot. I felt it was a bit unfair some parts but later realized that I was running carlessly :D The only thing I found lackluster was the sound of the weapons, especially the default one, something more "machine gunny" perhaps would be better, something like the Contra: Hard Corps one. Only my opinion. I am looking forward to playing the whole game!!

Glad you liked it! Weapon sounds are temporary and will be replaced in the future. Thanks for the feedback!

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Made a video

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Played the forest level. All in all I did enjoy it the same way I enjoy Super C, but I do have a list of nitpicks:

-Feels a lot more chaotic than Super C. Probably because you have about 8 different elements at play all kinda thrown together.

-The stage is also very drawn out. I think had the stage been more thematically split up you could have also split up the enemies/hazards, making the stage feel more fresh throughout and also not feeling as cluttered.

-Some elements are hard to see. Like the guys who shoot blood among all the other blood that's on screen.

-The boss laser felt more like a trick. Up until that point I'd always been forced to be active and so never used the duck. Suddenly being forced to use it screwed me up.

-Weapons never stood out to me. They all seem incredibly similar, bar the one which shoots out in all directions which just feels out of place. This certainly seems more Super C inspired to me; it might be worth looking at Contra 3 Alien Wars for weapon inspiration. I always found that game does weapon strat best.

-The respawn time feels a little bit too long.

-Something about the game still feels flat, perhaps a lack of sound effects for movement? That's a stab in the dark though.

-Lastly, when I pressed shift in the config, it wouldn't recognize it.

All I can think of for now. If you're looking for anymore feedback hit me up.

Greetings! Thanks for the detailed feedback!
To be honest, I completely agree with all the points. Problems with the key in the unity engine itself, I do not know how to solve it yet
The level may seem drawn out because of the not quite successful level design. In the future I will correct it and the tightness will disappear

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I timed it. First part took about 6:20 where as the first level of Super C only takes about 2:00. 6 Mins might not be long for a regular platformer but for something as fast paced as a contra game, 6 minutes is a long time.

Few other things I noticed:

-The marks for missiles that come down could be a lot clearer. I'm not sure if this is currently the case, but it didn't seem like they display on the top layer, perhaps that's just because they're blending in, but being on top might help.

-Lives should really reset between sections. RN I'm just killing myself to reset.

-Speaking of lives, it seems that getting score gives lives, but it might be more meaningful if there was an indicator of how much score you need between lives. 

Sorry for the late reply. 
I can not do levels for 2 minutes, because the game will be very short. Graphic content comes hard to me.
I'll correct  missiles marks, really not very noticeable.
I think that I will add the restart button. 
And the score counter always seemed to me an interesting item, I don't want to remove it (or reset when a player gets a life)

(+1)

Cool game, but It would be nice to have the ability to lock your aim while being able to aim freely that Contra: Shattered Soldier had

Hi! You already can do it: press left "ctrl" or "LB" on gamepad

(1 edit) (+1)

No, I mean a but that locks the direction you are aiming in, but lets you move freely LB just locks you in place

(1 edit) (+1)

here is what i mean (4:15) skip to that point

Got it! I can't say for sure, but I'll think about how to implement it, thanks!

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It seems to be a very promising product so far. Do you plan to add simultaneous players (2-4)?

Thanks! Can't say 100%, but i have such plans

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AWESOME RUN N GUN gAME.

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This is Very Contra Inspired huh, I see level 1 inspirations everywhere in the video. I think the shock wave should kill the enemy solider to indicate you need to dodge it. I noticed at 2:46 the enemy doesn't die. This looks really great.

Thanks!

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The game looks really good, how long does the demo last roughly? Also can I use a controller?

Thank you!  :)

 2 levels, each lasts about 5-7 min. And yes, you can use controller

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you had me at " meat " 

I'm not sure i understand you right (my English is bad), but this is nice ^_^

(+1)

it's a joke, on the movie " jerry Macguire " 

he gives a long speach, and she says " you had me at hello " 

Ahaha, now i get it, thanks  :D

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Beautiful Pixelarts graphics.
The difficulty is somewhat balanced with the number of lives
At the second level, falling is very frustrating.
Now I remember why I did not like Nintendo's "Contra".
God job!
:)

Thank you! ^_^

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I loved the game, beautiful graphics and very soft gameplay.

I finished the game a few times and was able to make a more interesting gameplay.

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You are playing very nicely, cool!

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Gave it a go...

(+1)

Looks great man, great direction. Great video too! 

Loved Contra back in the day. Maybe for a similar game near 3 decades later, something fresh could be introduced... Just an idea :)

Keept it up!

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Thanks for the feedback! Right now, I'm working on a basic mechanics, but later, of course, i will add some new features.

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Made a video

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Hey, nice video! :)

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Hey, nice game!

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Nice Man! Good Job!  It takes me to the my youth arcade time! Good Job! Can I know what Game Engine did you used?

Oh yeah, and I know that there are like 20 lives, but some live drop here and there it would be nice! I'm guessing the final versione will have that! Again! Awesome Work!

Thank you! :) 

Engine - Unity

Yes,  there will be live drop! It's only pre-pre-pre-alfa :D

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Awesome game i loved every second of it, great job, feel free to email me and keep me up to date on the progress, im really into this haha

Hi. Thank you, I'm glad that you liked the game. Of course i will give an announcment, when the new build is ready.

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The game reminds me a lot of contra with the controls and game play, it's a cool game that I would like to see more done with!

Show post...

this game back amiga :D

Now it's 20 lives :D

Show post...

ok :D

(+1)

Great start! I've never been a fan of the one hit death, and I do think some attacks need a little bit better telegraphs, but overall the movement is fantastic, the art and music are awesome and it was a blast to play! Awesome work so far!

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Pretty good pre-alpha. I wish there were some life drops but other than that, fun times with lots of guns. :)

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Thank you for the feedback! Fast fix - the hero has 20 lives now. Major bugs will be fixed later.

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Hey. Hehe, 20 is a lot. :) 

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It's only pre-alfa demo :)

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Not a lot if you play like me and you end with 6 lives in the end on Normal difficulty :D Anyways, great game! Liked the music and sound effects.

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