Makecode mascot wars 2

Hyper the dragon is being split into two games! because of time constraints! due to this being a makecode game adding in new levels, power ups, and npcs are difficult task for one person so I had to split in to finally get a offial release for this game finally!

The second half of the shear amount stuff packed into this makecode project will release and early summer and a few days after that will reunite into one a few days later after that…

Those offial release to the first half will be posted in this comment section in 1 week

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plus I am redoing all the backgrounds to! so thats cool

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Pretty! Really makes the characters pop

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times up! anybody in the competition who has a new demo must have some sorta of release by this Friday!

if not you will get a last place trophie and booted off the competition, anybody who joined in the competition before I announced that new players can enter in the competition have a extra 4 more days to release a demo of there game!

if your wondering my demos was at I posted on a different topic for some reason…

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I guess I’ll just enter the second demo from my Diego The Spheroid illusions devlog.

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I’ve been kinda busy sorry got nothing :person_shrugging:

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ere ya go

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Yeah me too been to busy with the game jam

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Ouch um… i guess to light up the mood at the end of the 1st part of hyper the dragon i have something real speial planned for the next release! Like something really reall big. Like so big it hits almost the 1 hour of gameplay mark if suck at the game! But i will not be adding boss fights yet, nor that nice camera future yet but i did add a @TheConeGuy cameo in the game and might get to the hopling cameo to!

As well im gonna add in even better stage transitions a full on STORY AND PLOT LINE IN A MAKECODE PLATOFMER and even more npcs! Plus they game will get slightly more harder buy there being a idk 60 lives max cap for your character and a new playable character!

Cool sounding right! Plus the next demo couldnt release thjs friday because the makecode wouldnt let me port in new tilemaps for a little while… but yeah thats all i really have to say! Bye!

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Diego cameo when? but seriously I’ve never seen someone constantly adding this much to a singular game, I gotta respect that!

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bro :sob:

this game takes 5 whole minutes to load in browser… on a gaming pc

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okay yall I Might be able to relese a demo by this weekend, it got delayed before because of some really really bad time constraints but still some really cool things are gonna be added to the game and a little secret to the game at the end

nothing important

There will be a BOSS FAKE OUT at the end of first part of hyper the dragon, like in the style of banjo kazooies furnace fun, and I can tell you this one thing for sure the game will me a lot more difficult like SUPER DUPER difficult like the sorta difficult that puts crash bandicoot 1 to shame.

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humna humna humna humna new levels?!

WARNING
play this game on a school COMPUTER not LAPTOP this game gameplay wise got REAL big and a few dialogue changes were made to, and for SOME REASON even when I didn’t add any new sprites yet the game got more laggy so it’s advised to yet again play this on a school computer not laptop!

COOL STUFF THAT GOT ADDED IN
The main things added in are act 2 for levels 3 and 4, updated backgrounds, slightly better level transition’s, random item boxes, Finally the super sonic form that I delayed for +6 months but without special because of time constraints again, neat little lightning effect and some wicked seamless background swapping, AND a tamed down difficulty, for act 2 level 3 and 4 only @Taser :skull_and_crossbones: (it got changed because I was on a dead line to release this game soon

SUPER SONIC FORM EXPLAINED: get your second score changed to 5 and you will have invisibility against any enemy, which is not a skull or top hat enemy!

SNEAK PEAK (BRUTAL DIFFCULTY WARNING): in level 5 the game yet again against more difficult with 4 game breaking enemy’s, Don D Death, yet another top hat enemy which will insta kill you and take away 7 LIVES, there’s also golden cone enemy which puts your score in the NEGATIVES, and a mean enemy which you can not kill and takes away no lives, if you were me (sometimes) but for everybody else it would take away 5 lives.

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plus I want to run a little poll about what people think of this game since I added loads of content and changes this the last poll!

feel free to comment about that in the comment section below

  • the games good
  • the games bad
0 voters
  • cool grapchis
  • bad graphics
0 voters
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Hmm I like the game but it feels kinda overwhelming and confusing at times
Warning large text wall incoming
It is very hard to tell the difference between enemies, items and npcs (sometimes even the tilemap) as the screen is just so busy. (tiles could be simplified/removed in areas to draw attention to more important areas)


Here the tiles fade to black to make it easier on the eyes and to clearly show the walls.
Also the tiles are quite simple (like 3-4 colours in each)
Madeline (player sprite) has red hair which stands out as there are no other uses of red here/other similarly vibrant colours
(although important sprites in hyper have an outline, there are so many other bright colours competing for your attention (also why I don’t like default palette))

Really like how you make the background elements lighter to show that those aren’t tiles that you can interact with though, should carry that logic to more background elements.

(also make enemies have consistent elements eg look, colours used, size, etc) On the other hand hazards like spikes should be more noticeable.


For Card Delver, some key things would be: same colour palette for each part

, mushrooms, insects, same eyes, shell armour. Obviously these are all different, but all very consistent in their style.

Movement would be amazing, I just think the lag is an issue here, as well as general size of the character which makes it annoying to move around. (could be fixed with larger spaces to move about or making the hitbox smaller)

As a very critical person I hope you don’t feel discouraged, your game has lots of potential and considering how you’re still working on it I think that these shouldn’t be too difficult to implement.

(TLDR: Make enemies, player and other elements more readable and consistent
Make tilemap easier to read by removing/simplifying tiles that are unimportant to draw attention away from these areas
Think about drawing attention to important elements like enemies, player and hazards with colour and detail
Try making movement more fluid and easier with larger, open areas and smaller hitboxes)
Also flashing lights might be an issue for some people

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thank you so much! sometimes with coding and all it gets real hard to fix some of the stuff in the game it’s really nice of you of you to provide some criticism for the game! thanks!

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So, when does everybody decided who won?

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each game must reach half or finished the game in the competition when everyone has done this there will be a community poll for people to vote if which game is the best game out of all of all in the competition except you cannot vote for yourself.

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I got the thing added in now! the reason why I was so quiet was because I was at flordia for a while but before that I did a little fix up and I almost got the 5th level or well actually the 9th level added in the game!

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and plus the game is a little bit more easier to! for now :skull:

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