I remember that you don't like feedback very much (and that you also don't like me very much because you were angry the last time someone gave you feedback and I told you that you didn't need to react that way), but I think it's worth posting some points here for there to be an evolution in the game, as I see that there is great potential here.
I tested your game and I see two big points in it - one good and one bad.
Good Point:
I really like how you work with the scenarios, it's one of the most creative ways I've seen in OpenBOR. I even analyzed your previous game, and the use of scrollz combined with walls is incredible. The feeling of continuity is something interesting. Even if some parts have a slight difference in style between them (which could be fixed by changing the palette of the images), the result is incredible, congratulations. It looks like a "professional game".
And I liked the use of one of the Street Smart bosses, as his style suits the game.
Bad Point:
There is a huge lack of cohesion in the sprite styles, which ends up killing the "professional game" feeling and affecting the quality of the final product. And this happens in your other projects too.
I'm going to use
@dai92's video to show you some points
This image sums up this problem well:
- Notice the red dots - there are entities that use a solid black shadow, while there are entities that use a semi-transparent, blurry shadow. This mixture looks very strange, you can easily fix this by changing the default OpenBOR shadow that you are using on the enemy with the shield to a solid black circle.
The correct option would be for everyone to use the same type of shadow - either the shadow on the ground with the outline of the characters (as shown in the player) or a circle on the ground in black. But, to do this, you would need to delete the black shadow from the original sprites (I did this when I used this forklift sprite). But if this is too much work, you can choose to simply use the default black shadow, just placing it as an all-black circle, instead of a gradient sprite.
- notice the pink dot: the sprite style has nothing to do with the rest of the game, which looks very strange. It's precisely what breaks the immersion of the game and affects the quality of the final product, which looked like a professional game but these points really harm the experience.
Sometimes you use sprites without transparency in the effects (which I think works much better), sometimes you use sprites with transparency. One example is Hawk's special, which uses an effect from CVS2 that is completely out of character with the game...
..while others use it
---
I think this is a point that could be reviewed, as it unfortunately reduces the quality of the work as a whole, which is a waste since there are so many interesting ideas.
Other points of attention:
- You can put "setlayer -1" in the blood, so that it is always shown below the sprites and not above them like here
- Some obstacles, like this one, emit a blood effect if hit by the whip, which doesn't make much sense.
- It's normal for there to be some difference in style when using sprites from different platforms, but in some cases you could smooth this out if you edit the characters' palette, as is the case with the enemy with a shield that came from E-Swat. Or on the woods parts of those platforms:
I hope you receive this feedback well.
And understand that this is not an attack on you or your work.
Keep up the good work.
edit: I was going to show you how to fix the shadow, but there is a file under yout bgs which uses a special character, so the unpacker doesn't work well
Edit2: I managed to extract the files and fix the shadow, take a look:
