Download the new updated demo here!: division6.itch.io/aqua-ippan/devlog/553692/version-020 / 6th-divisions-den.com/aqua_ippan.html Be sure to also check out Hakurou and Soldier Rebel's content!: soundcloud.com/hakurou38 / www.youtube.com/@soldierrebel6603/videos The music used in the video was made by Deejay Verstyle, be sure to check out their Soundcloud/Bandcamp for more!: soundcloud.com/deejay-verstyle / deejayverstyle.bandcamp.com/ (Also, I accidentally misspelled the boss's name, it's actually Ta Mappello)
I like this game....Please increase the number of mines from 2 to 3 for the first mission of the giant section for level 8...Also increase the speed of the rocket in level 8. 6:02 Thank you, brother...now the game becomes more difficult!!! (only for level 8) Because I want to say that I hope the creator of the game (SNK PLAY MORE) is satisfied with this game.
You are creating what Metal Slug fans have been waiting Years for... we are 100% with you in this project and i hope you succeed, good luck out there !
I seriously hope this becomes a full game for sale in the future. this is a such a beautiful and nostalgic tribute to classic metal slug games! This project is coming out amazingly with your impressive game dev skills and support, keep it up!
Adding heatseek on an oxytank be the most wack and goofiest addition yet. Props once again to you guys adding it, it made my day by laughing my ass off from just a metal oxygen tank heatseeking on an enemy.
Beaucoup de changements en si peu de temps, bravo ! J'aime particulièrement celui concernant la bouteille d'oxygène, je trouvais qu'elle manquait d'impact quand on compare avec la grenade de MS, et maintenant c'est parfait comme ça 👌 Pareil pour le stun des alliés ! Et les innombrables détails qui en rajoutent beaucoup. Merci pour ce jeu de qualité
I hope for nothing but the brightest future for this game. Loved the first demo and these changes show to me that it's only getting better. Keep up the great work!
Hey! You're doin' great bout this! It looks great it's comin along great! Don't second guess yourself! With this being water themed and all. A submarine boss or a boat boss wouldn't be a bad idea for one of the stages. Plus the guy we see in the intro. If ya'll play your cards right. He might end up being an interesting final boss or mini boss.
I must tell you this without wanting to attack anyone, far from it, but your beautiful game has more essence of metal slug in a demo than all awekening
Finally someone countinue legacy of greatest Metal Slug franchise. hope that you add voice acting in fresh story after 7 saga, Love to see new characters, imagine you add old ones characters of MS come with old but still muscular body.
Found this video through your division6 website and have to say it looks wonderful. You have a true grasp of Metal Slug art, it is wonderfully impressive. Hope the journey of making this game brings you happiness and good luck for the absurd amount of work it must be to make it. I think the day I understood the complexity of such a game is when I thought to myself that the team behind Metal Slug was like 10 or 15 masters of their craft, so doing it as a two man job is just insane in my book, in a good way :D
if there’s something I caught onto from the demo all the different throwable items like oxytanks/bricks would be a gold way to differentiate AI from its inspiration a bit more
There's something about this video that is so nostalgic to me. It probably has spmething to do with the text-only format combined with the music. Great video. Can't wait to see more!
Bro, estas haciendo un trabajo increible, con esta actualización has notado lo que hizo magnifico a MS, tanto enemigos como el area que te rodea tiene su propia interaccion. Eso es lo que le da VIDA al juego. Mis felicitaciones y espero que algun dia podamos ver las siguientes misiones.
im very curios of how you are gonna change this great game to gain even more of it's own personality, so far this project is so awesome already! i know it's too close to the metal slug experience, but i think that's fine because of how hard your work need's to be to deliver this pixel beauty of a game. glad to see your updates on this game, and i hope to se more soon!! take care my bro!
Heyy thanks for the support! I appreciate the reassurance with the game's feeling, I know having it close to Metal Slug could work just as well, but now I really want to try adding more unique stuff in it so that it could be a nice tribute to MS without it being compared too much with the greatness of the MS games Still thanks for the word of advice, and I hope things are also doing good on your side! ✌️
I'm good with your decision of being your own thing while homaging another series. Final Vendetta and Infernax did it well, I'm sure you can pull it off too. Also, can you recolor Allies to diferentiate between P1's and P2's? Those kids are Glen Achilles well polished. Keep it up, and Peace Forever!
Overall I like a lot what You have done and what are You doing. I like those small details like level ending score summary or clock for speed runners. Also those small animated birds look cute. For me Metal Slug got always charm because of all those small animated things some could give extra score some were simply fun and pointless but provide some charm.
Este juego es buenardooo en todo sentido igual que MS series lo amo, les doy todo mi apoyo al equipo y estare al pendiente de las futuras actualizaciones, espero con todo el corazón que puedan crear una experiencia completa del juego
soy fan de metal slug desde niño, lo jugaba pirata en discos del mercado, me gusta muchisimo como se ve este proyecto, en verdad le veo futuro para personas que le gustaria jugar algo retro de este estilo, sigan asi!
Can't wait to check out the update. I hope the comments about derivative gameplay aren't making you second-guess the game. I think as it is you've struck a great balance of paying homage to early Metal Slugs while giving things a different pacing and vibe. I'd rather play what you most want to make, than what someone else wants you to make.
A plan for the broken ronberti-78 - You can hjacked it by killing the Driver of the tank and use it as an vehicle, and this is more helpful to finish the level
The explosions were hand-drawn first and then redrawn in pixel art! You can seethe process on my Twitter page: twitter.com/Division6Tank/status/1661469432986886145
@@division8407This game is some of the most impressive stuff I’ve ever seen. It’s amazing that you can make art that looks so true to the original games.
I hope you continue to work in your game as you always intended to do, instead of wanting to change everything for the sake of few people complaining about similarities. the graphics are wonderful and the game is already unique enought to be distinct of Metal Slug games. Sadly when we develop something, we'll find people that will complain and argue about anything and everything, and it's impossible to please everybody. Please continue to make this wonderful game as you always planned, and don't give too much importance to some opinions, since trying to please everybody is the quickest way to ruin your game.
This game is being better every release, what is great, i feel a noticeable difference regarding how smootier the gameplay bacame! As a friendly advice, PLEASE DON'T CARE TOO MUCH about these opinions regarding how Aqua Ippan is similar to Metal Slug! Trust me, by personal experience, changing the game's core trying to be something original can make you lose track of what you have planned this game to be, what can be really bad. Also, kinda sure people WANTED something like you is offering with your game, really similar to the series we all love, but unique enought feels fresh instead of just a copy. You can be 100% sure that all the games these complaining guys love, have heavy inspiration on something else.
It needs, Rocket launcher, Enemy Chaser, Machinegun, Shotgun announcers. I would like too see more death animations. Also what's up with enemies are jumping forward when dying ?
I think the Romberti carcass being solid should be preserved as flair enhancer and used sparingly rather than used permanently throughout the game cause having them solid may prevent the game from using these vehicles on greater numbers as solids like that will litter the game. Examples of these from the main game is the main tanks of Metal Slug, most of the time despawns but on several occasions become solid to enhance tension and overall atmosphere, but not so often. Otherwise, good update!
Later for another level, could be into water? Because We have 2 military divers, and make sense an underwater section. I hope this game will be a success.
I think game is already look different enough from MS since a lot of MS stuff was looked similar to other arcade games for Neo-Geo, so I think it only good that game look like this since it's emulate arcade feel in general, not just MS feel.
I hope you don't rework the game too much, I like how similar to Metal Slug it is. For me that's the appeal, how close you are and authentic you can get to the Metal Slug art and style. Regardless great looking update
Some of his abilities could be: -inmune to being stunned -can take 2 extra shots (due to the suit) -throws pipe bombs which releases a small killing gas after the grenade explosion -they are slower in every Animation sequence due to his suit -they don't have guns because, why would they? -when they die, they can give either ammo (50), gas tanks (1) or nothing
the tweaked controls do feel much more responsive now. it still feels a little off, but it could just be me needing to get used to it. being able to jump down a platform is very much a game-changer, although you may need to adjust some aspects of the game to accommodate it as the boss seemed easier now that i could just hop back down a platform instead of planning movement around them. it's a classic platforming mechanic, but it does offer quite a bit of power to the player. another request that i have that i hope is small: the new blood animations look very nice, but would you be able to add in a setting to revert to how it was before, or even add the classic "white blood" mode? it's just how i grew up with the games and it's something i always enjoy turning on aesthetically. (you could argue it also allows the game to be played by a younger audience, but i'm not sure if that's the direction you are going for)
@@LucasTigy2 I didn't want to showcase every new change and option for brevity's sake haha Still, you can check the full update log on itch.io 👍 division6.itch.io/aqua-ippan/devlog/553692/version-020
It'd be funny if the sparrows could be killed but the game punished you in some absurd way for going out of your way to kill the little birds, like if you kill 50 or something (you'd get a warning in text partway through not to do that), all the enemies onscreen scream in fear and run away before some giant, creepy-looking sparrow (probably with freaky eyes) rises up in the background and one-hit kills you. It flies off, and some text appears on the screen saying, "I warned ya."
Quiero hacer dos preguntas. ¿Habrá mas armas mas allá del arma por defecto y los tanques de oxigeno? ¿Habrá vehículos para montar, no puede ser un buen clon de Metal Slug si no tiene vehículos que el jugador pueda usar?
Hello! I love aqua ippan and metal slug, and I got curious. How does the enemy AI function in your game? I am a game dev myself and I, one day, would like to make a metal slug style game. However, trough out the years I've had the most difficulty with enemy AI, as I never managed to make the enemies feel like real people rather than pre programmed entities. If you could share the ideas and techniques behind the enemy AI, that would be really appreciated!
Hey there! It's difficult to explain every nook and cranny of my coding, but a good way to make your enemy AI feel more human is by giving them quirks In Metal Slug, the Rebels are mostly just joking around and are easily afraid by the player, which makes them frequently move around or even flee the area In my game, the Vigilantis are more serious and determined to get to the players and attacking them, which is shown in their ability to extensively track the player horizontally and vertically by jumping around Of course both enemies still have their basic 'run up to the player and attack' type of AI, but it's these little quirks that help the enemy feel more human (+ good animations can also help a lot with that) Hope that helped a bit! 👍
@@division8407 Thank you for the tips! I have found Ai to be one of the hardest aspects in game design. If I ever conquer that hill, I'm hoping that I would be able to make that sort of game (a mix of metal slug's concept with allied soldiers plus the run and gun aspects of current metal slug).
Thanks for the nice comment! Yes, you can find all of Deejay Verstyle's song on their Soundcloud and Bandcamp! soundcloud.com/deejay-verstyle deejayverstyle.bandcamp.com/
If you don't mind me asking question will there be vehicles from this game? Sense metal slug Have them, and I was wondering if the game is going to have them in another demo? And also love you Games And I hope you continue to work on it.❤❤❤
If you don't mind me asking, why did you spesficly implement the ability to jump down through platforms and skip non vehicle encounters. Both seem like kinda odd design choices that uncut the way certain combat encounters flow. Like being able to drop through platforms might make avoiding certain projectiles like the mines from boss trival. However that perspective comes from someone who's played the metal slug games but doesn't know what the vision of the game is, so If you don't mind, I would like to know what your thought process was for these features
The reason why the players can jump down is simply to give them more flexibility to attack/avoid enemies given the limited weapon selection and the precision-based combo system While it can help avoid a couple of projectiles, it's still in the context of Stage 1 where players learn the new mechanics, so its use and usefulness will inevitably differ in later stages 👍 As for the encounters skip, it's also to give the players more freedom in how they'd want to tackle those events: they can either stay to maximize their score/combo or continue moving to not waste any time for a potential Time Attack playthrough 👌
@@division8407 alright, I see, going for flexibility over limitation created obstacles. Well thank you so much Mr Division! I hope development of those goes smoothly and you have as few code/big goose chases as possible
Is this game running a custom engine? I was thinking it'd be great to see it ported to PSVita or Switch :) What are the plans for the next levels? I'm hoping to see some underwater and boat levels :)
@@division8407 That's good to know, if you want to port to the PSVita, the community has made an easy to use tool to port GMS games to it, it's called Yoyoloader ;) Thanks for your answer, looking forward to see what you're gonna come up with...