Sooo it's been a while. This is going to be a closing statement, as this thread is obviously dead, as is the project itself. I've learn a lot while trying to make this game, at pixeling and animating as well as coding, planing, and all the other stuff.
If it can contribute to give advices to anyone out there, especially if you want to start a game, so it won't bo totally useless
Start small. I should have started smaller, I learned a lot while doing, only to realise today that, if I were to try to continue the project, I'll have to start over, from scratch (art stuff not included). The code is a MESS. I should have targeted a minimal game, maybe a single level, only tow weapons, one type of enemy and make an arena fighter game maybe. A proof of concept for the platforming and combat gameplay. Not a whole metroidvania game.
I should have considered the time it would take to complete this. A simple calculus would have shown that I DIDN'T HAVE ENOUGH FREE TIME. Unless you target a 5 years project and don't care about deadlines, you should take time into account. Simple as that. Today I think about another project, and I made simple additions. I know I must limit myself, in sprites number, and scope, or nothing will be achieved.
I have taken those advices into account and I'm currently working on a small SHMUP, the pixel art isn't fabulous, but it's made to achieve ONE GOAL : BE COMPLETED. It's important. Complete something, then you can realistically try something bigger.
I'll close this with a screenshot from the latest stage of development. Rocks, rock blocks, rock background, cosmetic rock blocks, ROCKS EVERYWHERE.
Thanks to everyone how took time to give me advices and encouragement. Now, ONWARD!
BONUS:
Might be useful, my "policy" to make platforming easy and level readable:
Sprite sheets used in the screenshot above. Levels were made of blocks, texture adapted automatically:
The mighty SLIME CUBE and the undeads:
Bye bye project!
- Skaz