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Happy's Pig Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #7 | 3.780 | 5.000 |
Fun | #8 | 3.591 | 4.750 |
Controls | #9 | 3.402 | 4.500 |
8-Bit "Feel" | #11 | 3.780 | 5.000 |
Audio Design | #12 | 3.591 | 4.750 |
Graphical Presentation | #13 | 3.780 | 5.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Big Chip n' Dale energy and it really captures that NES feel~~ Love it!
Thanks for trying it out! :)
I second that!
I really enjoyed this one! I do sort of wish there were checkpoints and that there was like one or two more enemy death noises. The only actual problems I ran into was that I'm bad at the game and picking up objects felt a little clunky if you were too close to them.
Also the moment I realized that I could regrab the bouncing heads of lettuce was wonderful.
(Hm, apparently, while chrome was telling me I had unsaved changes on the page, it submitted the comments anyways. Sorry about that!)
Glad you liked it! We did't have time to add checkpoints during the jam, but I'm currently working on those and also few new mechanics. ... About the clunkiness ... Was it the visuals or mechanic that made picking up items feel clunky to you, or maybe something else? I'd like to try to do something about it :) and thanks a lot for the detailed feedback! ( I'll check out your game later this week :) )
Responsiveness would be the best way I would put it? There would be times I hit the button and didn't grab the object, even when I was overlapping it, so I'd have to hit the grab button again.
My laptop isn't the best machine any more, it lags even playing my own GMS games, so that might have been it. Either that or it might have been the grab range. How were you doing the detection for it?
Thanks a lot! Your answer was of great help. I believe I was able to fix the issue. Previously I did collision check in collision event and flagged player if he was overlapping the box and handled input in players step event so if for some reason the collision did not fire within the same step it would ignore it! :P I changed it to use instance_place. It’ll be fixed in next update :)