Cute little game, reminds me of Mad Rat Dead(a rhythm game), but if it used touch controls and was a mobile esque game. Could use some polish of course.
The thimble could be another color, at first I thought it was the same as the golden cogs. Also, those challenges still counting down after accomplishing the objective feels not so good. At least for the kill all enemies one I saw.
I never heard of that rat game before but I see what you mean. I suppose there's no harm done in stopping the timer after completing the objective, will do that. Thx for playing.
Cute! I could definitely see it well suited to a phone. I didn't run into any bugs. It's a very generous hitbox when using the slam, almost made it a bit too easy.
thx for playing. Can I ask why you seemed so hesitant to use the stomp? It's kind of supposed to be used liberally since it allows you to land quickly so you can quickly chain fling-stomp-fling-stomp-...
You are certainly not the only one that underutilizes it.
Well. I think the "stomp" can actually be used at any time, even mid-air? That would certainly make it quite strong.
But from how it was introduced and how it usually works in these games, I assumed:
- You can only use it when standing on the ground
- If you’re not on the ground, the input might be "buffered" and you end up making a stomp as soon as you hit the ground, which might be bad
I suspect also that you’re basically invulnerable while stomping? That would again make it quite strong and masheable. But it’s not how these things usually works in serious(tm) games.
I see, thx. Well yes the stomp can be used mid-air and yes you are also sort of invulnerable during it unless the enemy itself is not stompable like the flying spiky enemies in level 3 and of course wallspikes will also still hurt you even during the stomp. It's very strong but it is somewhat balanced by the fact that you cannot really stomp enemies above you so at the very least you have to get above them first or next to them if there's a floor.
honestly its pretty fun and feels really nice to play. played with a mouse (and as a mouse). it was a little bit unclear to me sometimes what was causing me to be able to do another jump in air versus other times i couldnt. The hanging mechanic was pretty fun and i think the spritework is great. Some of the sound effects are very very widely used stock SFX which i recognized but they were implemented well. Im not much of a mobile gamer but this is much better than most phone slop. I definitely see the DKC influence. Part of me wishes there was a more satisfying way to stop your roll momentum than transitioning to a ground pound. I didnt feel like any of the current levels or secret levels were challenging at all, which makes sense since im imagining these are the first levels in the game.
Thanks for playing. I should look into ways on how to better communicate regaining a jump. Basically you can do a jump in the air if you either get hit or jump on an enemy and also if you get into the air without using your jump, like rolling off a ledge or with a groud pound. Yes I do use a bunch of stock SFX but I do also mix in my own stuff, but SFX and even more so music are my weak points so I have to supplement. What would be a satisfying way to stop the roll momentum? You can jump out of a roll too btw.
The difficulty conflicts me the most... you'd be surprised at the failure rates I get when I test with a bunch of randos. I will probably end up adding 1-2 really easy baby levels. Just for reference, 10% of players fail the first bonus level, which is impressive.
Comments
Cute little game, reminds me of Mad Rat Dead(a rhythm game), but if it used touch controls and was a mobile esque game. Could use some polish of course.
The thimble could be another color, at first I thought it was the same as the golden cogs. Also, those challenges still counting down after accomplishing the objective feels not so good. At least for the kill all enemies one I saw.
I never heard of that rat game before but I see what you mean. I suppose there's no harm done in stopping the timer after completing the objective, will do that. Thx for playing.
Nice game.
I wonder if the game keeps trick of how many "throws" you do with the mouse.
Thanks for playing. It does not track that.
Cute! I could definitely see it well suited to a phone. I didn't run into any bugs. It's a very generous hitbox when using the slam, almost made it a bit too easy.
I don't typically play mobile games but this one was pretty fun, controls felt good once I got the hang of things.
Thanks for playing!
https://www.twitch.tv/videos/2865887448
Idk. I guess for a mobile game it’s pretty intelligent.
thx for playing. Can I ask why you seemed so hesitant to use the stomp? It's kind of supposed to be used liberally since it allows you to land quickly so you can quickly chain fling-stomp-fling-stomp-...
You are certainly not the only one that underutilizes it.
Well. I think the "stomp" can actually be used at any time, even mid-air? That would certainly make it quite strong.
But from how it was introduced and how it usually works in these games, I assumed:
- You can only use it when standing on the ground
- If you’re not on the ground, the input might be "buffered" and you end up making a stomp as soon as you hit the ground, which might be bad
I suspect also that you’re basically invulnerable while stomping? That would again make it quite strong and masheable. But it’s not how these things usually works in serious(tm) games.
I see, thx. Well yes the stomp can be used mid-air and yes you are also sort of invulnerable during it unless the enemy itself is not stompable like the flying spiky enemies in level 3 and of course wallspikes will also still hurt you even during the stomp. It's very strong but it is somewhat balanced by the fact that you cannot really stomp enemies above you so at the very least you have to get above them first or next to them if there's a floor.
It’s pretty good, very well made particularly on the art department. reminds me of mobile games.
Thank you!
honestly its pretty fun and feels really nice to play. played with a mouse (and as a mouse). it was a little bit unclear to me sometimes what was causing me to be able to do another jump in air versus other times i couldnt. The hanging mechanic was pretty fun and i think the spritework is great. Some of the sound effects are very very widely used stock SFX which i recognized but they were implemented well. Im not much of a mobile gamer but this is much better than most phone slop. I definitely see the DKC influence. Part of me wishes there was a more satisfying way to stop your roll momentum than transitioning to a ground pound. I didnt feel like any of the current levels or secret levels were challenging at all, which makes sense since im imagining these are the first levels in the game.
Keep up the good work!
Thanks for playing. I should look into ways on how to better communicate regaining a jump. Basically you can do a jump in the air if you either get hit or jump on an enemy and also if you get into the air without using your jump, like rolling off a ledge or with a groud pound. Yes I do use a bunch of stock SFX but I do also mix in my own stuff, but SFX and even more so music are my weak points so I have to supplement. What would be a satisfying way to stop the roll momentum? You can jump out of a roll too btw.
The difficulty conflicts me the most... you'd be surprised at the failure rates I get when I test with a bunch of randos. I will probably end up adding 1-2 really easy baby levels. Just for reference, 10% of players fail the first bonus level, which is impressive.