A lot of that time has been spent on learning UnityĪnd general 3D-stuffs (both visually and programming), as I've previously mainly madeĢD Flash games (excluding games worked on while being employed by a company). What you see is the result of aboutĨ months of on and off development. I'm currently the only one working on this project. Original Flash-game 'My Friend Pedro', which you can play here: This is a re-imagining of the greatly appreciated The game is currently in a pre-alpha stage and is aimed to be released Oh, and it also features a talking banana named Pedro. The ambition of the game is for it's players to trulyįeel skillful, rather than feeling like you're continuously triggering cool Highly acrobatic elements which draws inspiration from games like Max Payne and Everything becomes fluid and ties in.'My Friend Pedro: Blood Bullets Bananas' is an action packed 2D platformer with But just like I mentioned with the styles and the buttons, it all ends up just working with everything else. You aren’t getting spring noises as you jump off platforms, nor is the sound of crashing through a window overly dramatic. Beyond that, there isn’t much more to dissect. The guns sound satisfying, especially when blasting someone at point blank range with your shotgun or spraying them with dual wielded SMGs. The music fits the feel perfectly and really plays to the tone for the audience. With no voice actors to worry about, all the dialog is done in text. You just rarely have time to notice as you rampage your way through them. Enemy characters feel especially rough when I take the time to look at them. Both docked and on a larger screen, the levels still look good, but nothing feels fantastic about them. I found myself often times pressing Left Stick to stop the slowness, only to activate it. It wasn’t often, but sometimes it would slow down enough that I thought I had slowed it down manually by accidentally pressing Left Stick for the umpteenth time. However, the action does slow down when enough things are happening on the screen. More importantly, it plays great with no obvious tearing or janky glitches. Graphically, when My Friend Pedro is played how “intended” and on the small screen of the Switch, it looks great. If I had a nickel for every time I was Stupidly Rad…. To note, I also played while docked with the Pro controller and although it is an overall better controller than the Joycons, accidentally slipping into slow motion still happened regularly. But when muscle memory kicks in, it all just works brilliantly. I probably meant to activate the time slowing mechanic, pressing Left Stick, about ¼ of the time I actually activated it. This can make the misuse of one a fairly common issue when using Joycons. Left stick, right stick, press left stick, up, A, B, Y, X, L, ZL, and R aren’t just buttons and movements you will use, but can very well be used in every combat encounter and at a breakneck pace. However, with so many necessary buttons, My Friend Pedro does require a good amount of muscle memory. It’s this combination of styles, its embracing of its 90’s action flick absurdity, and its mobile friendly levels that can have you playing for 15 minutes or for an hour, that makes it so damn enjoyable. You are awarded points based on the number of enemies you kill each level, the speed in which you do it, and on the number of crazy different stylistic ways you employ. Kick a decapitated head at an enemy before riding a skateboard off a ramp and jumping onto a canister, running on it to roll more enemies down before jumping out a window, targeting two more and killing them both as you ricochet your shots off a frying pan and spin to dodge their bullets. Or you can run headfirst into danger, John Woo style, slowing down time to better manage the chaos of an encounter. You can 100% hold back and methodically work your way through enemies until you clear the level. On normal: no level is too difficult, no respawn point sets back your progress too much, and levels take less than five minutes to clear. You can choose your difficulty, but you can also choose how you want to approach them. Think of it as an “easy to learn, difficult to master” kind of thing. The gameplay is very simple, but highly intense. Skateboard into an ollie while grabbing a zipline and shooting multiple enemies in multiple directions? Bring it on!
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