Team RECoffe presenta: Project: KAMPFER
Un videojuego de peleas indie en estilo PixelArt desarrollado por el Team RECoffee. Se enfoca en dar variedad de estilos de juego y diversión en todos los niveles de habilidad. Es un juego 1v1 con asistentes; frenético y centrado en el neutral, pero sin arriesgar la variedad en combos y expresión del jugador.
Demo de Project Kampfer! ya disponible en Itch.io
¡Disfruten del videojuego y comenten qué les ha parecido!
DESARROLLO
Kampf empezó como un juego de pruebas usando a personajes que ya existían, pero ideas tras ideas con el creador y algunos miembro de BASTON Realms se llegó a la conclusión de que sería un juego completamente original dedicado a una nueva franquicia de personajes.
A todos nos gusta el estilo de BASTON, es fantástico rendirle honores a este juego que disfrutamos por mucho tiempo, ¡Y que fue de inspiración para la creación de este! Por esa razón usamos el mismo estilo de pixel art, además de ser el que unió esta comunidad de artistas. 😁
Personajes históricos como Kurayami, o incluso el reciente pero viejo Detective Rod hacen parte de el grandioso roster de este juego.
Incluso, la extrovertida Shinobu o mejor conocida como Snow en nuestra histórica comunidad, es integrante de este juego.
Y nuestro debutante estrella ¡Takumi!, no tan reconocido pero tiene su cariño entre nuestra gente.
¡NO TE PIERDAS NUESTRO TRAILER!
I am so proud of you guys, I could cry 😮
Those OCs' animations are just perfect. I'm glad I saw them from their humble start in BASTON all those years ago. Also, well done with the animated backgrounds, the UI and the sounds. Everything fit together and is very alive.
As I said on Twitter already, work on your basic moves and gameplay. Make them perfect before adding more content, as you don't want to live my hell with Dragon Ball Devolution. Tweak those jumps, find the perfect speed, recoil, bounce... You are on a great start!
These words are very meaningful for us Txori, thanks a lot.
And yes, the OC's and their style were all born in your games and this lovely community (We even call this kind of sprites "estilo BASTON" 😀 ), for that, you can find your name in the credits of the game.
Thank you very much for your support, we will gladly listen to your advice and suggestions through the development of this project, so feel free to share your thoughts on the game whenever you want to. 😁
Question: Is there a character customization feature available in game or is it planned?
Corrijo; Hasta la fecha no hay planes para eso.
Muy epico 😁
I'm currently writing a blog post about Project: KAMPFER.
I easily recognize the OCs from GKuro-w-, Jo4kyx and Ivonne, but who is making Takumi?
I'm also preparing a review that I'll post here regarding some easy improvements that will make things better for the players 😉
Wow, we really appreciate that! Thank you!
The owner of Takumi is the very same Developer; Loganmax (A0-Logan), though the sprites and movement were mainly (if not all) made by RAY 😉
Thanks. Can you go to your itchio's Creator Dashboard / Projects, click the Widget link and give me the number of your game (in the address bar, or in the code of the widget), so I can share it?
By the way, you'll find a surprise in your Creator Dashboard / Payments 😉
Greetings Txori, I'm A0-Logan the game director and coder, I want to thank you personally not only about this donation but also for uniting our team in the first place. I already said that, but I mean it, this was possible thanks to you. However, this donation was helpful and hopeful really, I can't thank you enough.
About the Itchio widget code, I follow your instructions and came up with this number: 1093151.
And about a review, that would be pretty helpful, I'm already working on an update, so maybe I could apply your feedback before releasing it, so thank you once again!
Oh cool, just in time, as I was about to go to bed. What a surprise to discover it was you who programmed Kampfer. I only remember you for the giant robot in the BASTON contest years ago. Well done in coding that game!
The blog post is here: https://www.txori.com/index.php?article … ct-kampfer
Tell me, guys, if it's ok before I share it on Facebook and so on, or if I need to rectify things.
And about the review, it's already finished. But I'm not covering the gameplay part, as it's hard to play alone.
Aspect ratio
For starters, I'm a bit worried by your game's screen resolution: 756x456
What kind of screen ratio is that? If you want your game to run on different systems later on, you should already think of technical problems like that. You should have a 4:3 or 16:9 aspect ratio, like 99% of the screens. Not 63:38. Here you will find the most common screen ratio and resolutions: https://www.epiphan.com/userguides/avio … Ratios.htmTitle Screen
It is really cool and all. But visually, it has nothing to do with the rest of the game. No more triangles, no more anaglyph 3D effect, no more use of that font. Furthermore, you're asking to press SPACE, but after that, most of the actions are validated by pressing ENTER. And that lead me to the next problem, the biggest one, in fact.
UI navigation inconsistencies
Sometimes you need to validate with SPACE, sometimes ENTER, some other times with Y... Each screen is a puzzle. It greatly needs to be simplified.
Think of a gamepad. There are four faceplate buttons, the start/play button, and the select/back button.
Let's start with the Start button. On a keyboard, it usually corresponds to ENTER. You can also make it correspond to SPACE. But if you decide to do both, then both needs to do the same thing on each and every screen of your game. By looking at your keyboard layout, you went with SPACE = P1 Pause and ENTER = P2 Pause, why not. But unless there is a need to determine who has pressed PAUSE during the fight, SPACE and ENTER should call the same function. So you should be able to validate each and every screen with SPACE or ENTER.
You should use the ESCAPE Key to go back, you'll plug it to the BACK button of the gamepad later on. A great example of that is the character selection screen: there is no way to go back to the Main Menu from there. Same with the Main Menu: you can't go back to the Title Screen. Use ESCAPE for that. No need to double it on the keyboard like you did for the START button.
Depending on what hardware you intend to run your game on, you are not obliged to setup a BACK key. Usually, it just does the same as the B button described just after.Now to the validate and cancel buttons, AKA A and B on a gamepad. Here, you are validating your fighter choice with Y/I, and canceling with U/O, which is nice. Same for the Pause screen, well done.
Everything you need to know about accessibility is here: https://gameaccessibilityguidelines.com/full-list/
Gamepad
Speaking of gamepad, make them work right away. The keyboard will not support two players pressing all those keys at the same time. And use the gamepad semantic everywhere.
From now on, and to simplify, I will refer to the buttons as START, BACK, A and B.
Main Menu
Bug: There is a problem, as you can select Practica using up and down, but nothing shows up and you can't validate it. Avoid that.
It says Y Acceptar / U Cancelar, but you can't cancel anything from this screen. See press BACK to go back, just above. Avoid giving hints of things you can't do on the same screen.
We should be able to validate using START button.Extra (credits)
Start the credits by the bottom of the page. Not already scrolled.
Actually, only SPACE can allow exiting that screen. Add this ability to each and every button (A, B, START, BACK).Character Selection
Bug: If I press Q on the keyboard, Player 1 can't do anything anymore. You need to quit the game and relaunch it. Or you can press ENTER by skipping the assistant and auto combo (see next bug).
Bug: We can skip the assistant and auto combo choice. Both players need to choose a fighter, then press ENTER and the game starts. Sometimes it crashes after that, during the fight.
Avoid showing a 4x4 grid to choose the assistant when there are only four of them. Just show a 2x2 grid.
The A (validate) and B (cancel) works well on that screen.Stage Selection
There is no hint on the screen to select the time of the day. Unless it supposed to be a secret, there should be something to do that, just like the left/right arrows for the choice.
Also, you should be able to press up to go to night, and up again to go to day. Same for down. It should roll, just like the stages with left and right.
Again, lack of constancy: you validate the choice with ENTER (P2), not SPACE (P1). Get rid of that P1 P2 distinction and both keys should do the same thing.In-game
The font for the count-down is horrible for distinguishing the 8 and the 0. Add a belt to slim that 8, so it looks like an 8:
. For real, I was looking at something else when a fight started, then I looked at the counter and I read 03, while it was 83, and I thought there was a bug.
Again, SPACE to pause, but ENTER doesn't work.
Pushing the opponent that quick just by walking is a bit weird, you should slow that down.Pause
The Pause text is written in a way that isn't seen elsewhere in the game. You need to define what font you are using and not change from one screen to another, because it's hard to read and it feels that we are on a different game all of a sudden.
Nice menu. Make them open slide almost twice faster, though.
I'll continue making little reviews like that one from time to time to help you improve everything. Good luck!
Well, just as a little reminder 😁 , I also won a devolution contest, and helped a lot with the "Tales of Baston" story years ago.
Thank you for the review! I haven't read everything just yet, but I know you mention the controls more than once, and I can't help but agree, I'll definitely work on them.
But about the Facebook post, everything was correct! Except, that there's actually a secret extra character.
konami
I don't want you to reveal said secret in the post, but I think it should be mentioned.
I'll analyze everything you told me, a feedback like this from someone like you, really is more than helpful, so I'll fix everything I can slowly but surely!
If you are talking about the Konami code, there's no way to know if A and B are Y and U on the keyboard. Once again, go full gamepad. Keyboard will be option 2.
Ok, I managed to unlock the secret character. It's not a complete Konami, but it's a nice touch. Let's keep that a secret 😉
Edit:
About the tip, it's for the project. Like buying XBox gamepads, or a Retroid Pocket 3+ if you intend to run it on Android. Don't go to a fancy restaurant with that 😀
el juego esta increíble<3 si supiera hacer juegos me gustaría que se va así.
What happens to Kampfer? Are you still working on it? Is Loganmax alive? 😛
Proyect: Kampfer! sigue en desarrollo, aunque han habido algunos contratiempos y MUCHAS mejoras
Puedo revelar algunas novedades que se han hecho, aunque sin entrar mucho en spoilers (o Logan me pega 😛 )
-nuevos huds
-nuevos botones para los golpes y sistema de golpes
-compatibilidad con controles de todas las consolas
-escenarios renovados
-re-planteos del sistema
-nuevos menús más acordes con la estética del juego
Logan ha estado muy ocupado últimamente y el equipo avanza lentamente, pero a su debido tiempo. De todas formas y si todo sale bien podría haber alguna sorpresa antes de fin de año
—Atte by: GKuro Monochrome; Team RECoffee
Cool 😮
Looking forward to seeing it and providing another review to support ongoing improvements in the development loop! 😉
Merry Christmas 😉
¡El próximo 2 de febrero se lanzará un nuevo avance que mostrará muchos cambios!
Atte por: Team RECoffee