ScratchData LogoScratchData
Back to MyNameIsJeff605's profile

Project-200

MYMyNameIsJeff605•Created September 6, 2019
Project-200
6
6
62 views
View on Scratch

Instructions

---------------------------------------------------------------------------- This is it. Project 200. Wait... Why is D-Money here?! You must defeat him in order to see Project 200! Don't forget to enjoy D-Money's Japanese quips! ----------------------------------------------------------------------------WASD are controls, B fires red lasers, N fires white laser, and M fires black laser. Nothing heals you. Dying is an outcome you may want to avoid. It's probably possible UPDATE - I have decided to remove every sign telling the player "not to dig in the code" as I now think that saying that violates the whole point of uploading things on scratch. I would've put this in the Notes and Credits tab but my really long essay took up the entire character limit. Dig in!

Description

--------------------------------------------------- WARNING: VERY LONG OVERLY CRITICAL ESSAY THAT I WROTE ON MY GAME AHEAD!!! --------------------------------------------------- I am still quite fond of this game, a year and a half later, but I built the game in such a weird way. If I were to make it again today, I would do a lot differently. For example, I did not use Pen to make the health bar. I MADE 100 COSTUMES IN THE HEALTH BAR BY HAND. Why did I do that? Why did I do that again in Project-300? One other thing I did was make 13 separate sprites for every one of D-Money's projectiles. And I actually wondered to myself why it's such a laggy mess? I really only needed like 3 projectile sprites, as most of them do similar things. Another problem I had was the character in general. It's size was so very disproportional to it's speed. What I would do now would be to shrink it down a whole lot and make him a little faster. As it is now, dodging the projectiles D-Money launches at you is quite frankly preposterous. I also really wish I made it impossible to hide in the corner. During development, I didn't because the character was so big that without being able to go beyond the stage, it felt too limiting. See how one small problem can have multiple consequences? Also, 3 HP is not enough. It just isn't. Maybe 5-6 would be acceptable, but only being able to get hit twice with that giant hitbox just does not work. Alternatively, maybe I could keep his max health at 3, but give ways to restore health. Maybe there could be collectibles, and if you pick up enough, you could get a full restore that could be used at any point? Also, when you die, the game just kinda stops. No "You Died, Try Again!" screen or anything. It's a little awkward in a way. I'm also not too much of a fan of the UI. D-Money kinda just floats over his health bar and it just looks so stupid and wrong. Also, you never are really told that the bar at the bottom is a Boss HP bar, and when you fire a weaker laser, his HP won't actually go down until you fire it multiple times. There isn't even an icon to indicate what it is. The weird part is that I did put an icon on the Player HP bar, so I knew that I was supposed to do it. Why didn't I just do the same thing to the boss's health bar, but with a skull icon? Also, sometimes getting hit feels odd. Most games would add a visual effect to the player to show the attack connected, or have them get knocked back a bit, or at the very least put in a sound effect. Unfortunately, this is not most games. The only visual indicator that you got hit is your health bar dropping. If that's the only way to tell you got hit, your eyes would be drawn away from the action and to the corner of the screen each time you get hit, which is the worst time to look away from the action. Why were there 3 different kinds of lasers? They all have the same DPS (except for the white laser which sucks and you should never be using it) and each individual one added nothing. I feel like this is a major improvement Project-300 made, as each laser actually does something different, and you can't just spam all 3 at once. (Well you can, but that wasn't intended.) The three lasers also weren't explained well at all. I just sorta said that there were some lasers in the instruction tab that literally nobody read. Here's an especially nitpicky paragraph. Speaking of the instructions tab, why did I format it like that? First of all, the plot should go in the notes and credits, not the instructions. Secondly, if the plot must go in the instructions, it can't go at the very top. That's where the important stuff (like the game's controls) goes, so people can actually read it. My last nitpick is the ending. I really did not want people finding the ending before beating it themselves. So I hid the ending in some sprite. The problem is that people could still find it by digging in the code deep enough. So I did what any rational person would do. Cover every single line of code with a comment angrily asking people not to peek. But when people were still looking in the code to find the ending early, I just decided to remove the link to the ending and replace it with a sign that tells people to ask me about it. In real life. RIP to the 99.9999957143% of people that didn't go to my school 2 years ago. And now since nobody beat this and I don't remember where the ending is, Project-200's ending is lost forever. Looking back, I genuinely enjoy replaying this game, and I feel like the excessive difficulty is very funny, and a lot of my problems are just nitpicks. Unfortunately, the game isn't really difficult as much as it is unfair. If I ever were to remake it, I would do so much of it differently. tl;dr bad game could've done better i still love it tho

Project Details

Project ID327346840
CreatedSeptember 6, 2019
Last ModifiedFebruary 23, 2021
SharedSeptember 18, 2019
Visibilityvisible
CommentsAllowed