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A jam submission

Fling KidView game page

Spike-throwing-ninja-frog platforming death labyrinth
Submitted by tamdevs (@tamdevs), Soltar (@sullysaysyes) — 3 hours, 5 minutes before the deadline
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Fling Kid's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13133.1633.163
Overall#18423.0823.082
Presentation#18463.0823.082
Originality#23613.0003.000

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You're joined together with the spike, bouncing gives you shurikens, mechanics joined together

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted

very fun game, the only problem I can say about it are that the controls are very floaty like it feels sluggish moving the character around when for this gameplay fast snappy movements and jumps would make it wasy more fun. But great implementation of the theme nice work

Submitted

Nice work! I wish the first level would be without enemies to get used to the control. 

Submitted(+1)

Nice job! Controls are a bit hard to get at first, but then it gets better. It also has some details that make it feels well polished. Congrats!

Submitted(+1)

Very cool game ! The bounce and comeback mechanic was well implemented, and I love the fact you can use the ball defensivly by clearing the bullets with it. Enemy patterns were good enough to be readable and make you know how to manipulate them. I reached the boss but lost to the swarm of enemies lol

Just a few things from my experience (only small problems) :

  • The jump felt very slow and floaty, so hard to avoid attacks with or climb to platform (unless boosting it, but i dont know if it was a bug or what was the conditions for it). It was also hard to both jump and move with only one hand, the other being on the mouse. In my runs I ended up not jumping at all and just throw the ball up and back down, not profiting from the shuriken feature
  • My Mario experience tells me brown blocks are breakable and grey metal ones not breakable, and here it was the opposite so it was perturbating^^"
  • I didn't understand how to equip chest upgrades and didnt see a difference when collecting them (outside of hearts), so I guess I played with the standard build all game
  • There's a yellow bar on the top of the hud and I didnt understand what it meant
  • There are some bat enemies that get stuck cause they were placed too low, so I could just safely throw the ball and stay behind the wall while they die.
Submitted(+1)

I enjoyed your Game a lot. It was hard at first, getting used to the Controls, but then it was a breeze once I got the skills. Hope to see more of what you make with this, and good luck!

Submitted(+1)

A lot of games utilized the swinging a weapon mechanic but this game takes the cake :D The feel of killing enemies when swinging is amazing. Also the double jump shuriken is a nice addition when your weapon is away you get have another means of attack.

One thing that bugs me is the retreat speed. I think there is no limit how yor spike can go so its sometimes takes ages when retreating it :/

Overall with some balancing and more content i would like to play again after the jam great work :D

Submitted(+1)

Your game is fun :)  I really liked how the spike recharged your shuriken. One level I sent it out to break a bunch of blocks while I spammed shuriken at the enemies.

Submitted(+1)

Your game was super fun to play around with. I was able to reach floor 5 once and then floor 7.

One of the things I noticed was that you don't seem to clear the level attributes when the player finishes it. Because if during the end of one level if I had my mace out, it will continue to be out when the next floor gets loaded. The same goes for items from the chest.

Also, double jump to throw shurikens I found was a strange design choice, because of that I rarely made use of it. I believe if it were assigned to some other key like 'F' or 'Ctrl', perhaps I could've made use of it a bit more.

I loved the concept that shurikens replenish with each bounce of mace. But it also allows players to exploit the mechanic in a few ways, one of which is the player can keep a solid object between him and mace and try to pull. Doing so will instantly replenish shurikens.

Player movement was quite smooth, but my character kept sliding for a bit, a very small amount due to inertia. I found the jumping aspect a bit difficult to control since it has a very small height and the player can do wall jumps, but I assumed that was the expected behavior.

Finally, in my opinion, I think keeping a limit on how far the mace can go would be better since at times I was at one end of the floor and my mace was far off the screen probably stuck somewhere.

Crystal clear instructions, excellent enemy behavior, and bullet projectile; with that, overall a solid entry mate. GJ!

Submitted (1 edit) (+1)

cute little game with an attractive mechanic. i think a tutorial could help ease the player into fighting so many enemies at once, but once you get into it, you get into it

Submitted(+1)

That was fun :) Feels like easy to learn and hard to master :)

Developer

Glad you had fun! 

That's also great to hear, exactly what I was going for :)

Submitted (1 edit) (+1)

e d u m a c a t i o n

Developer

e d u m a c a t e d

Submitted(+1)

I love the graphics on this one, very cute. :)

Putting some sort of limit on the chain length would be helpful, the ball as it is now just flies off the screen and it's kinda confusing at time. Also the right click messes with my browser gestures, the game would be ok using just single LMB click to throw/retrieve.

Developer

haha, the graphics were pre-made by this one dude who does great asset packs on itch, let me know if u want the link.

I'm gonna flesh this out a bit more, and yeah that was my first thought, just make it hold LMB and release to retrieve, I think that'll be most natural, and then make it so you can throw a shuriken by pressing right click, with the jump-shuriken being a potential item you can get to toss all your shurikens out on hop.

Thanks for playing & giving good feedback, shitty that right click actually messes with the browser.. shouldn't be happening in an applet, what browser are you using?

Submitted

Chrome, it's one of thouse "mouse gesture" extensions. I always treat WebGL applications the same way I treat mobile version.

Only tap, double tap, long press when it comes to mouse, makes it easier to port and avoids any gesture conflicts.

(+1)

It wouldn't launch for me :(  Looks like fun.

Developer

Oh hmmm, try using either Microsoft Edge (I have the best luck with browser games with this) or Chrome?

Submitted(+1)

Very fun mechanic, there's a lot of cool moves you can pull off with the spike. Having the shuriken linked to the double jump was a little frustrating, as it led to me firing them a lot when I was just trying to jump and consequently not having them when I wanted to fire.

Great presentation too, art and sound on point!

Developer

Yeah I don't think the double jump to the shuriken blast is gonna stay a default feature.  I'm gonna revise it to be a hold left click to throw ball, release to reel back, and then make right click ur shuriken button, while making the double jump to throw all ur shurikens a power-up probably

Thanks a lot for playing, and glad you enjoyed playing around with the spike

Submitted(+1)

Pretty fun and interesting game! Really liked the ball, and the shurikens add a good amount of strategy to the game, I just think it could be better if maybe we could control the ball after throwing it, just a suggestion.


Overall, really fun game and great concept, loved the graphics and the music is quite good!

Developer(+1)

Well you kinda can, the idea is that you control it after throwing with the right click, cause you can pull it towards you and do some really neat tricks.  Could  be a cool powerup to offer more control in the future though!

Glad you had fun !

Submitted(+1)

Loved the ricochet of the spike ball! It was a bit hard to get the ball back when it was a mile away, but overall very cool.

Developer

Great to hear that you enjoyed that, it was a fun mechanic to put together for sure, but yeah it needs tweaking on it's speed & maybe even max distance

Submitted(+1)

Great game, the mechanic is a little hard to control and the difficulty raise a little fast, but overall i had fun, the art is great and loved the SFX!

Developer

Yeah definitely need to work out some of the mechanics, glad you had fun though, that's the most important part :)

Submitted(+1)

At first I thought the shurikens were too OP, but it’s a really intelligent idea to make them disappear with bullets.

Nicely done !

Developer

Ya I had a ton of different ideas for how to make the Shurikens work in the end, but the bullets blocking other bullets came free so i just left it :P

(+2)

Very interesting mechanics. I like how you are able to wall surf/ cielling hop, and I think thats a really cool addition for kiting enemies. The spike is a really cool mechanic, though it is really hard to aim at times. The spike is a little slow to return, which makes it hard to aim when peaking enemies from cover. I was doing a lot of clockwise/ counterclockwise full room kites and would have plenty of times where I was waiting for the spike to come back 1 screen away. 

Your levels are pretty well done and diverse, however some of the mechanics are not very intuative (such as player being able to go through wood crates, and which types of obstacles can be destroyed). Elements such as those should be communicated to the player at first glace, to make the game less frustrating to play.

As is, pressing escape doesn't pause the game, but instead instanly kills the player. I was caught offguard by this on my first playthrough, and lost while in a very good position. 

As mentioned previously, some other additions such as endless run, training mode, and even multiplayer/coop would be nice to have. That being said, the core gameplay loop if very fun and unique. This game definatly has a lot of potential, looking forward to updates! 

Developer

Yeah the wood blocks were not supposed to be rendering on top of things, and they were supposed to be breakable.  They were mainly just for show as they break immediately and don't actually hinder anything.. Hmm, maybe the shurikens would be blocked by wood but the spike goes straight through it, that would be neat.

Also really sorry about escape key, I needed to implement a way to go back to main menu and just re-used the death screen :(

Glad you enjoyed it over-all, and the wall-surf ceiling-hop was not intended really, but maybe now I'll consider implementing something like it, or even an upgrade that let's you do that kind of surfing.

Submitted(+1)

I'll put here what I wrote on the main page since apparently, this is where you should comment... woops!

Pretty solid game overall!

The music is nice (even if a bit repetitive in the long run), the sound effects are too, and the visuals are simple yet clear to understand. The enemy bullets especially are well contrasted I like the fact that you balanced the shurikens (pretty powerful) around your own capacity to hit the enemies' bullets.

The Spike mechanic is pretty interesting, I thought at the start that it might be "one press of RMB will bring it back entirely) but the control that your method gives is nice too.

It looks like the enemies can get multi-hit by the Spike, which is a good thing, but I feel like I got multi-hit on my end too (it might be me missing a hit though, I don't know for sure). Maybe more invincibility frames could help with that?

The level diversity is quite nice, especially with the breakable environment. I feel like maybe more levels could've been possible especially since you have a pretty large grid-based area at your disposal, but with the enemy diversity it doesn't feel repetitive anyway.

Nice of you to put the player in a "training" zone when they start the game for the first time, it's a very good touch that not everybody would've thought about.

Beware of two small things: The font makes it look like it's written "PPE" instead of "PIPE", and the chest (and power-up) can be pushed too easily so I accidentally pressed E and went into the pipe instead of collecting the power-up several times.

The impossibility to pause the game without leaving the current level is to me the biggest problem right now, otherwise, very good game overall, especially for something done in only one day. 

I feel like that was everything, sorry if that was too much to read.  Congrats on your submission to both of you!

Developer

Thanks a lot for the review, glad you enjoyed the game.

Didn't think about the fact that getting shurikens were balanced off of blocking bullets, but that is a main source of how you get ur bounces so it would recharge it faster.  Lol, sometimes you get free stuff from the mechanics intermingling.  Also pulling your thing back can also be a click, it really just depends on the speed.  I think I'll adjust the gameplay so that you actually just hold left click to pull it out and release to have it reel back in, that way I can make right click throw the shurikens in singles as a default, with the hop-shotgun being an upgrade.

Invincibility frames was a must, you can die immediately otherwise in the harder levels.  Feels really sudden.  Thanks for the suggestion.

The training zone was good but we definitely should've considered putting better level scaling as a whole, which would have needed more levels to make it feel convincing.  Glad that the amount of level variety that was present was enough though.

Ah good catch on the font, I'll deal with the readability there immediately, probably make the text take up a portion of the screen so u can see it better anyways.

Viewing comments 22 to 3 of 22 · Next page · Last page