I really love games like this, they are my favorite kind to make as well!
My biggest problem with the game was that the controls werent very responsive, sometimes I would hold the arrow keys or click something in the game and it would do nothing for sometimes even a second or more. Probably a memory leak of some sort, since it doesnt seem to effect the animations, and likely not to be traditional lag.
Anyways, sweet game.
Glad you liked it, there's something really fun about developing platformers haha.
I'm pretty sure there's some issue relating to garbage collection with the clones or particles. It was much worse before but I must not have gotten it entirely. Thanks for playing though!
This is hilarious
I just noticed that on the frontpage, my green blob is staring at your green blob.
You are right : )
I really want to give this game a fair shot because I can see that it may be a pretty interesting game. However there are too many problems with it, as a platformer, for me to continue. Since this is your first game, I'll give you some pointers should you want to make more.
-The controls are much too floaty. You stay in the air much too long, the gravity doesnt feel realistic. The left and right movement accelerates too slow and decellerates too slow, so it feels very very slippery. You should hit full speed and come to a complete stop either very quickly or immediately.
- The hitboxes for the enemies was much too large. Generally as a game design rule, you want positive objects to have a larger hitbox than their size and negative objects to have a smaller hitbox than their size.
The sad thing is that these were really the only problems that I came across, but it was enough to make me not play the game. Good luck with your future projects!
I appreciate the feedback. I'll take your advice into consideration for my future projects!
I gave you 3 stars since I know how difficult it is to make a game in time constraints for a competition. However the game really only gets 1.5 stars and here is why:
The design is just bad. The theme is ok and the tech was neat, but there are problems with the design. The first and biggest problem is that you don't really know exactly what's going to happen when you press a button. This causes so many problems for this game that it essentially takes away the potential for it to be fun.
In a puzzle platformer in general, this is what needs to happen: Present the puzzle to the player and show them the components they need to solve it. The player thinks for a while and then they solve the puzzle.
In this game, this is what happens: Oh man I'm stuck. Well, if I press this button some random part of the world will move somewhere else and I will probably be unstuck again.
That having been said, the game would basically be the exact same without the buttons. In fact, it probably would have been better because the player would know exactly what is happening.
After that, the collision detection is glitchy and spike collision is slighty less forgiving than it should be. The game feels really slow, whether that be the a low framerate or just a slow movement speed. The players jump height is a little short for the jumps to feel comfortable. And some of the things you ask us to do in the level design seem impossible from a realism perspective (such as falling down a pillar and pushing a block in the middle of that pillar while falling).
The rest is forgivable due to your time constraints, but everything else should have been a main concern of the game during the time you had during the design and development process.
Good luck with your future projects, and I hope this review helped!
Thanks for your review.
You're right, I haven't made a platformer in years so I wasn't used to the gameplay.
But it definitely wasn't suppose to be a puzzle game in the first place. In my words it was suppose to be a "laid-back platformer."
But play Lab Lights instead; it's actually suppose to be a puzzle game.
I think this game added things that I probably should have added to my later [Visible] games, but it did have plenty of the same problems that my first few [Visible] games did. Though it did get a better score than my first two, so maybe I'm just spewing nonsense. Good game!
It was really good...
I played for like 6 hours and almost got to 100% complete. But for some reason, the game didn't register all of the food items (I think it has to do with the animals since I cant unlock the advanced reactions for the cats or the teddy bear) so I just wasted 6 hours to not be able to complete the game. Also the gun that shoots the zombie when the army guy kills the zombie against your will never disappears.
Were it not for these bugs I would have played the game all the way through, and given it a 10/10 and 5/5 because it's an amazingly well done game.
I'm sorry you hit those bugs, v1.2 should fix them some of them at least, still checking some other issues.
You can basically just spam the four keys to do perfect on any song, since there is no penalty for getting a wrong key press.
Heh, read the description before reviewing "he multiplier will become bigger each time you play a note; you will gain more points if the note is more centered than down than if you keep pressing the arrow keys all the time."
It reminds me of K.O.L.M. (It's kind of like "Kind of Like Metroid" >:3 )
The atmosphere is great, and the story is interesting. The design of the game is well done, the only issue I have is the programming of the game itself. It is pretty obvious that you used hitTestPoint for the collisions and that lead to some jumpy visuals when on slanted platforms. There were a few things that bothered me with jumping (namedly that you bounce when you hold the up key and that you automatically do a double jump when you hold the up key).
If that game was more about platforming than the atmosphere this would have lowered the point count a lot more, but you still got nine out of ten, so well done!
Look into vector collision detection, metanet and tonypa have great tutorials on vector collision detection.
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