Legend of Parasite by Draknek
Ratings
| Coolness | 7% | 86 |
| Overall | 3.10 | 108 |
| Audio | 1.32 | 269 |
| Community | 2.68 | 141 |
| Fun | 2.96 | 123 |
| Graphics | 3.25 | 91 |
| Humor | 2.20 | 178 |
| Innovation | 3.75 | 29 |
| Theme | 2.20 | 224 |
| Coolness | 7% | 86 |
| Overall | 3.10 | 108 |
| Audio | 1.32 | 269 |
| Community | 2.68 | 141 |
| Fun | 2.96 | 123 |
| Graphics | 3.25 | 91 |
| Humor | 2.20 | 178 |
| Innovation | 3.75 | 29 |
| Theme | 2.20 | 224 |
This is unrelated, but shouldn't there be a category for technical stuff? Like bugs and such?
I kinda like how you're not given any direction or explanation. It makes figuring out the game a bit of a puzzle in itself.
I liked the idea once I got used to it, and what each enemy meant to the puzzle as a whole. It would be neat to have had more enemy types to play with, of course.
I would've liked better controls (diagonal movement).
Impressive work, nice execution.
Cool concept though!
The graphics are really lovely and seem to be quite different in style to your other games, which I like.
The idea is, as I'm sure you're aware, very similar to Soul Brother, but it's still quite clever, and interesting to see the idea in the context of a Zelda-esque game.
I like the dual interpretation of the theme. On the one hand there's "It's dangerous to go alone" -> multiple playable characters and "take this" -> take control of other characters, but at the same time you've managed to merge that with the otherwise very boring and obvious "Zelda" interpretation. Or am I reading too much into it? I'm giving you the benefit of the doubt with my rating anyway :).
I'm not sure if it's fun though. Once you get the basic idea of what to do, it's fairly obvious how to proceed, but it can get a bit dull waiting around for the right enemy to shoot at you. The enemies have an annoying habit of killing each other instead of you, which serves to extend the wait.
Does the initial character deliberately look like No-Face from Spirited Away? Because if so that's kind-of clever :).
I think I noticed a bug, which can be reproduced roughly as follows:
1. Wait for one of the shooty enemies to shoot two shots in your direction.
2. Get hit by the first shot.
3. You die and take control of the shooty enemy that killed you.
4. The second shot hits the spot where you died.
5. The shooty enemy dies and the game is no longer playable.
You are massively giving me the feedback of the doubt, but I won't complain too much... The theme connection was going to be you get the classic setup with the man in a cave, but the sword is actually a stick and doesn't hurt anything. Your interpretation is much more imaginative!
The starting character also looks like that just because that's the only humanoid character I could draw. :P
The not-fun-ness is what I was concerned about when making it and I do totally agree with you. I am hopeful that with more enemy types and more exploration it will become more interesting. In my working copy enemies are more likely to shoot if they're facing you so there's not so much waiting around.
Wasn't aware of that particular variant of that bug, but it is fixed in my working copy.
There's definitely some potential in the idea so I look forward to seeing what you come up with :).
Thanks for making it and I love the ending.
I loved the game. I loved the idea and the pixel art. Everything well thought out and executed. Sadly a bit short. Would have loved way more levels, maybe a storyline and different worlds / maps. But for the time being, great game.
Reminded me a bit of the enemies as weapons theme from LD18.