Doughty Defomin’ Force Troopers
A member from a sentai team is stranded in a space station after they respond to a distress call, it's up to you to try to figure out what happened to the rest of the team and who is responsible.
Ricardo Rodríguez - Programmer / Game Designer
Max Salazar - Artist
Chase Bethea - Composer / Sound Designer
Alejandra Meza - Tester
The font used for this project can be found here.
Music composed for the game is here
Controls:
Keyboard | Xbox Controller | |
Movement | Left and right arrows | Left Stick |
Jump | Space bar | A |
Attack | X | B |
Special Attack | Z | Y |
Back Dash | C | X |
This game was made for the Metroidvania Month 8.
Status | In development |
Platforms | HTML5, Windows |
Authors | Reiner6, gamercomposer, Max Salazar |
Genre | Adventure, Action |
Made with | Unity |
Tags | 8-Bit, Metroidvania, Pixel Art, power-rangers, Sci-fi, sentai, Singleplayer, Unity |
Average session | A few minutes |
Download
Download
DDFT_V_0_8.zip 29 MB
Development log
- Web Version AvailableNov 18, 2020
Comments
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Hi! I hope you are doing fine after 2 years this has been published. I Fell off the map using the special move after getting it from blue. But overall I liked it a ton it was fun for something done in a month.
So I found this game from the composer’s SoundCloud, and was intrigued.
I see this game has been made in one month, so I understand why it’s at this state of development, and won’t give a lot of feedback, as you’re probably aware of most issues. I think it’s still possible to make a nice platformer in one month, but you’d need to have some previous experience/code, and make it smaller. Unfortunately, the requirement for making a metroidvania doesn’t help, unless the level designer is a different person than the programmer (which apparently isn’t the case in your team).
I’ll give random feedback on things not about platforming first:
Most of my feedback would be on the core platforming experience, but not that much interesting as you can find good platforming principles from various sources (how to make variable jump, avoid wall friction, allow character to jump shortly after falling, etc.). If you want to make more games of the genre, I’d recommend making a clone of some famous platformer (just the physics and a simple level, or even just an area), or if you don’t have data for full cloning, pick a list of common features, implement them, and tune physics parameters to make it feel good (the second approach is better if you want to train your design feel). Once you’ve done that, you can redo it much faster, even during a jam, so you don’t waste time with common platforming mechanics and can spend more time on the unique features of the game (e.g. the combat skills and Blue’s rocket power).
Good luck for your next game!