Yes but what is the unique selling point of AMWAM? From the trailer it looks like the same thing over and over again (collecting bones and jumping on enemies) with different themes?
Well I don't blame you for thinking the whole game is like that, you're not the first to complain about the trailer and I knew people were going to comment about that, that's why I wrote this the description of the video:
"Don't judge the game by this video, it's mostly to showcase some platforming action and some different locations in the game."
As for selling points, it doesn't have a gameplay gimmick like VVVVVV does, but rather relies on the content of the game itself, the story, the old-school gameplay, the amount of polish I put into it etc..
Oh and btw Jon, I thought the default keys to be pretty standard among platformers(Z/X run and jump respectively) so I didn't include any readme, though perhaps I should.
Add option to skip dialogue as its annoying to have to listen. And I don't much care for the dialogue anyways. Also, there is no choice to go back and forget everything!
Well, if you don't read the dialogue you'll end up missing most of the story which is one of the game's most important points. You can however speed it up with the Run key (default:Z).
About the alt+f4 not quitting the game, well I'm guessing it has to do with the SDL library, so there is nothing I can do about that. You can quit the game quite quickly though so I don't think that's a big issue.
This brings me to my next point. The story has nothing to do with the gameplay! I am not engaged with the story because the story and gameplay are too seperate. Even Final Fantasy games have some correlation between story and gameplay: the story dictates what characters you have and in some cases what spells they know. If the monocle played a part in the gameplay, I'd be willing to overlook the other flaws and the lame dialogue. But it doesn't!
What if the magic monocle gave you special powers or something which you have to use to beat the game? Maybe something to do with sight.
Think about it!
It would not only address the issue of the story not being meaningful, but it would also add a lot of much needed variety to the gameplay.
Also a few easier to fix issues include that some of the enemies, particularly the caterpillar are really hard to see as they are small and blend in with the grass.
Another easy to fix issue is that environments look too constraining. Maybe just move everything down two or three tiles?
Well, the story does play a part in the gameplay, not really in the form of powerups or anything but in the form of the locations you are currently in and with some other things that I won't go into because I would be revealing too much (spoilers).
Thanks for all the suggestions and criticism, highly apreciated.
btw what do you mean by "the environments look too constraining?"
Well not all of the environments, but the second level just felt a bit constraining. That's it, but I didn't completely finish the demo. I didn't really have a problem with the controls and movement, however. It's a pretty good game from the part of the demo I played and I'll probably buy it. I just think that a bit more gameplay-to-story correlation would be nice.