Major Matrix
Fight against a formidable foe in a 2D Metroidvania setting!
This project is currently in development and I plan to make it into a full game with around 5 bosses to beat and power ups to collect. There will be a fully explorable map similar to the Metroid style.
Other Information:
- Please play in full screen!
- Made in unity
Known bugs:
- Sound is delayed at the start of levels in browser play mode, but works fine in downloadable build
This game is being used as part of my research in the implementation of AI agents within video games. If you want to take part, please screenshot the final image of the game once it is complete (should take less than 5 minutes), and fill out the following google form https://forms.gle/B3eMESeeJ8ftgaS56. Your co-operation is greatly appreciated.
All testers who take part in this must be over the age of 18. No personal information will be collected!
This game has keyboard and controller support!
Status | Prototype |
Platforms | HTML5, Windows |
Author | MikeHayes |
Genre | Platformer, Shooter |
Made with | Unity |
Tags | 2D, Boss battle, laser, Metroidvania |
Comments
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Hello Mike!
Good game so far. 👍
Idk what happened, but after I died 2 or 3 times, it proceeded to dis-allow me jumping abilities. Idk if it had something to do with my deaths or what.
Also, I would recommend adding in a countdown at the beginning before any movement can be made, or adding in an enemy fire delay at the beginning. Because I would load in and start but before I knew what I was doing I would take damage from the boss, even if I knew what to do I would still always take damage from the first shot. 🤷♂️
And one more thing, If I was to collide with the sides of the platforms I would be stuck there for a little, like gravity just decided not to drag me down. Which presented me with more damage.
Other than these great game.
Thanks for playing and leaving feedback! I will try to fix some of the issues and make some improvements using your suggestions! Overtime the jump button stops working which must be a bug from my implementations of collisions. I will look into that.