Green Beret's reception so far


Writing this first, as a big thank you to everyone who tried my very first released Amiga game, Green Beret

Overall, reception has been positive in these last 24 hours. It's a beloved game that most people around my age remember fondly from home computers such as Commodore 64 and ZX Spectrum, or the Nintendo "RUSH'N ATTACK" version.  It was never claimed to be a 1:1 port of the arcade machine, I tried to convey more the feeling of C64 or NES  versions. Even more now, with the quick update below following feedback received, that adds the "instant knife" of C64 and NES instead of the "animated frames" of before:

https://drive.google.com/file/d/1HNfrzieBdUuGuDLYwWdtPwjQEbpIU110/view

Also, hitbox adjusts, the truck at the end of level 1 waits around 2 seconds to start deploying soldiers (so you have time to get some distance) and so on.

And finally, the version below has Infinite Ammunition when you have special weapon available, so you can finish the game more easily:

https://drive.google.com/file/d/1maYLwzE2IfAoW0Jirgur7d6aO3ZDLj-C/view?usp=shari... 

ABOUT HAVING A REAL DEADLINE:

Thanks to AmiGameJam and I think that having an actual deadline, was what created the possibility for it to be actually released. Because Green Beret is my first game *released*, I got other ones never finished because there was no deadline and you keep polishing and obsessing with details until you run out of motivation or another project gets in the way. I'm sure many game developers can relate to that!

But the criticism that I received, is towards the "it's rough in the edges" kind of thing. Fair enough. Stages ending abruptly, some music absent here and there, certain boss isn't appearing as it should, and so on. Fact is that I was aware of all of this, but they had set to lower priority, compared to critical game breaking problems  that required major effort and highest priority and where not even known by the public because they were solved long ago before going public.  And the "rough stuff":  if all went well I'll keep polishing and improving stuff until most people are happy (some will never will, but that's life).

ABOUT THE GAME SPEED AND PACE:

That's an interesting discussion. The game was initially meant for A500 OCS 68000 equipped machines and most of tests done in such specs.  The video below shows how it plays in an Amiga 500, it's even "chill" to look at:



(gameplay starts at around 1:50 mark)

However, the game gets very fast on A1200, and even faster on accelerated A1200, being actually harder.  Let's try to forget frames per second discussion for an instant as all machines mentioned above are set (by engine) to run at 50Hz. On the Amiga 500, a typical level if you run straight without stops, will be covered in ~2 minutes from left of first screen to the right of last screen.  On the A1200, it'd take 1 minute and 39 seconds (for example).  On A1200 with accelerator (let's say 030) it'll take 1 mute and 22 seconds (for example).

It's getting actually faster overall (as in covering screen distances in less amount of time), not smoother in the sense of displaying more frames in one given second.   And that's what is causing feedback vastly ranging from "it's too hard" to "the difficulty is OK".  Scorpion Engine is fab but its interpolation and frame rate control (25Hz to  50Hz, interpolation) are relatively new and we might be missing something here. Or there are certain code bits in Green Beret that will pick way too much speed if 020 or FastRAM are present. I'll have to check closely.

  **END OF THIS TRANSMISSION**

Files

GreenBeret_OLD-OBSOLETEversion.adf 880 kB
Jan 31, 2022

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very good