you hold the mouse button to rise, people. if you miss a block you spin around and can't for a second, but if you wait the entire length of your thrust before thrusting again you can go anywhere on the screen
i think based on the feedback you can probably tell that that the click-hold mechanic, although very simple, isn't exactly obvious. what if the first time you ran the game, the bubble was on the bottom third of the screen and you were forced to rocket your way to the top in order to start the game? that would guarentee people to understand
Art is solid and the idea is there, yet the execution of the gameplay feels sorta lacking. Hitting the gems feels whatever and the fact that I can't gain any height makes me feel like it's be perfect or lose. I think this could be a really solid game so keep working at it!
I love the frog.
The core idea is very simple and sound, but there's practically no way for the player to gain ground back once they get to the bottom half of the screen with a missed boom.
These sorts of games aren't my cup of tea, but I can tell it's pretty well made. Good work.
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