The first game was made in Clickteam Fusion 2.5, and the outdated footage of the second game from this trailer was made in Pixel Game Maker MV. Now, I am working in Game Maker Studio 2.
my god i fucking love what you did here man! i love how alot of different kracko designs were implemented into this moveset, with the regular design, the smaller kracko jr, the alternate blue palette from super star, kracko's revenge. can even see hints of kracko DX with how he gets larger "horn" spikes for an attack. great show of progress man, lookin' forward to what's next.
I've been eyeing this fangame for a while, and on paper, it should be something I like. A skill-based Kirby game filled with unique and interesting bosses? Sign me up! But the footage itself felt somewhat underwhelming, and I couldn't really put my finger on why until recently. I think it's mainly just the visuals themselves. Not the sprites themselves, they're fine (albeit the mirror attack looks rough, and some sprites animate choppily.) Rather, it's more so the backgrounds and particle effects. The background being one static piece merged with the stage makes the fight itself feel relatively static despite the amount of attacks going on. Ideally, the foreground arena, the background, and the meteors should be seperate layers. Additionally, movements lack any oomph due to the relative lack of particle effects. There are a slight amount, but basic ones like smoke clouds during fast animations (I know there's one during the running animation, but it's extremely, EXTREMELY subtle), or impact effects when the rocks hit the floor are missing. Or for a more specific example, the Spark attack doesn't generate any spark effects, which would help it look more dynamic. I can't really explain this well, due to having way less game dev experience, but I'd say look at other Kirby games or games with a similar direction to this one to see if that would help spark any ideas. Keep in mind, I'm saying this as someone who wants this fangame to be the best it can be. It already shows heavy promise as a fan game, the bosses pull off creative and interesting attacks, it's fast-paced and dynamic combat-wise... I'd wanna try and make something like this if I had the proper game dev skill! I really want this fan game to succeed, especially seeing as Kirby fan games are so few and far between. I just wanna make sure this feedback is as constructive as possible to try and get this fan game to flourish.
I think the movement of the meteorites could make the player very dizzy, unless they move upwards. Although I don't deny that they would look very good
My suggestion is make marx wobble up and down when not attacking, as like this he looks very stationary, and you should make the teleport animation much faster. In general his movements are very rigid, which is unfitting. Instead of just abruptly stopping, try lerp smoothing, some up and down wobbling, easing, and shaking on the moves. For example, what I'd do for the attack at 1:40 is making marx and the stars all move upwards, and the stars move a bit outwards as well, but decelerate somewhat quickly by multiplying the velocity by some value above 0 and below 1 every frame. THEN, instead of just snapping outwards, make them accelerate outwards. Remember to not apply the friction during the second part of the movement. Also, make the shadow/portal he comes out of have the sparkling effect it does, to stand out more against the background. I'd also make the eye lasers at 2:02 start bigger than normal and then quickly shrink back to normal size, a bulge effect, to make the lasers feel more powerful. Also make them ignore the darkness effect on the screen. For impact, you should also make marx pause the game(kinda) and flash the background like he does in the original game. What engine are you using for this?
You know, this really helps one get an idea of just how terrifying having to face Kirby in combat actually would be! The sheer amount of abilities mixed with his creativity and raw power makes him a truly dangerous opponent!
Seriously, only 3 bosses really gave me trouble trying to no-hit them in the original WK, and they were True Dark Matter, Nightmare, and Kirby. DM can randomly kick your butt with a sudden projectile, Nightmare is basically a war of who'll crack first, but Kirby has no cheap trick. He just has raw skill, talent, power, and amazing variety. So Shadow Kirby is gonna be even tougher!
@@flagonking1337Surprised you didn't have much trouble no-hitting NOVA or the Knights - the former can overlap up to three attacks in really nasty ways, and the usual strategy of being passive when fighting the latter can't be done due to the health regeneration in No-Hit mode which forces dangerously aggressive play.
That seems to be the general consensus among most opinions about the game's bosses I've heard, and I wholeheartedly agree. WK1's DM Swordsman has rather quick attacks, but they are telegraphed very well (bright sword + distinct sound), and the "last-ditch" phase with the illusions feels frenetic but manageable (easy even, but the rematch solves this by having an extra projectile-shooting illusion to keep track of).
The gameplay is inspired by Hollow Knight, not Kirby. The point of these videos is to showcase the bosses, not the moveset of Bandana Waddle Dee, so I only use the basic moves while recording.
Dude, every boss preview for this game you've shown us has been incredible! I wish I had a Windows PC, cause I would totally play this! Even though I would definitely get whooped.
looks like he will be real difficult (more than anything in WK1 or even any WK2 boss shown so far, though i cant say for sure since i haven't tried him out myself) but somehow still learnable - cant wait to try it out :o btw is he staggerable like in the original?
Yeah, he's easy the hardest boss I've made for WK2 so far (It took me quite a while to even record this video lol). Just about every boss in WK2 can be staggered like DMB in WK1, with a few exceptions.
You'll find out eventually, but not anytime soon. One more boss to make, and the demo will be complete, but the boss I was talking about won't be in that demo