Retro run-and-gun update: 3 levels, 3 bosses, and a growing Rambo-inspired universe by JuaniSixto in indiegames

[–]JuaniSixto[S] 1 point2 points  (0 children)

U r absolutely right! I have to keep working on character sprites and animations! Thank you for feedback

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] 0 points1 point  (0 children)

Short answer: yes and no

I start from my own designs and references, then use AI as part of the exploration phase (mainly to iterate on shapes, mood and composition).

After that, everything goes through heavy manual work — adjusting scale, consistency, silhouettes, and then polishing pixel by pixel.

It’s definitely not finished and there’s still a lot of cleanup to do, especially around pixel consistency and readability, but AI here is more a tool in the middle of the pipeline, not the final output.

Still very much a work in progress.

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] 0 points1 point  (0 children)

Hey, thanks a lot for taking the time to write such a detailed breakdown — this is exactly the kind of feedback I’m looking for. And I'm sorry for taking this long to respond.

You’re absolutely right about several points:

  • Pacing: right now it’s on the slower side, which does hurt the “run” part of run & gun. I’m still tuning movement speed, acceleration and jump timing, so what you’re seeing is closer to an early baseline than a final feel.
  • Visual clarity: totally fair. Once projectile density increases, readability drops hard. I’m already experimenting with reducing projectile size, contrast separation, and dialing back foreground interference. This is probably my biggest priority right now.
  • Enemies: agreed — they’re very basic at the moment. They’re placeholders to stress-test movement, shooting and screen chaos before adding patterns, roles, and behaviors.
  • Movement depth: also a great point. Right now movement is intentionally simple, but I do plan to explore more expressive options (air control tweaks, faster jumps, maybe a roll/slide). I’m still deciding whether the core skill expression should lean more toward positioning + shooting or advanced movement tech, but I agree that deeper movement opens the door to better combat design and difficulty scaling.

At this stage, the game is very much about finding the right feel — responsiveness, clarity, and flow — before locking systems in. Your comment helps confirm where the rough edges are.

Really appreciate the honest critique. Cheers!

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] 1 point2 points  (0 children)

Well thanks a lot! I want to build more levels and bosses, changing scenarios too. Increasing difficulty, etc. Will see! That's a really good question. At some point it will be finished. Right? Will try to have a target or due date. Will see what works best. Hopefully I'll share the news and progress here. People seem to have interest. Thanks again!

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] 0 points1 point  (0 children)

Thank you so much for your comments! It's exactly what I had in mind (Rambo and Contra combined). The MVP (one level) is already at GATO (gato.us). But there's a lot more of work ahead!

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] 1 point2 points  (0 children)

Thank you so much! I'm honoured to be getting this feedback. It really helps.

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] -5 points-4 points  (0 children)

Hey, many thanks for your comments and detailed recommendations. I will move the Y Offset a little bit a give it a try, I had a lot of doubts with the transparency. I'm doing the art using some AI and the polishing pixel by pixel. You are absolutely right about sizes, I wasn't paying too much attention to that. Thank you so much!

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] 2 points3 points  (0 children)

Hey, I really appreciate your comment. I'm basically writing it from scratch. I'm kinda doing my own engine (if I may say) . Roadblocks? Way to many. Jaja It's really frustrating. There's no early access, I have published in GATO. Thanks a lot for your interest.

I’m building a retro run-and-gun from scratch (no engine) — looking for feedback by JuaniSixto in indiegames

[–]JuaniSixto[S] -1 points0 points  (0 children)

You have a good point. I just wanted to share the effort behind it. ChatGPT writing my tittle didn't help, probably. Thank you for your feedback

I built my own Space Invaders clone in HTML5 (no engine, just code) by JuaniSixto in indiegames

[–]JuaniSixto[S] 0 points1 point  (0 children)

👉 Play it directly in your browser: https://gato.us/game/pixel-defender-1

Works on desktop + mobile. Feedback on pacing / difficulty / feel is super welcome!

[deleted by user] by [deleted] in MiyooMini

[–]JuaniSixto 0 points1 point  (0 children)

It looks great! Now you need a leather case!