The trees are nice. It's also nice to have collectibles in the level, fun to get but also gives me a good trail of where I've already been. Do you have something like this effect in the main game?
BurgerDaddy
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Here's a project I've been working on for about a year.
It's a Multiplayer Battle Arena kind of thing where you are a tiny critter trying to not get eaten by Koi fish, and also potentially smacking your friends into said Koi Fish (and other dangers). The art is made by one of my best friends and favorite humans.
https://burgerdaddy.itch.io/doom-koi

Hope I'm doing this correctly, new to me to post a promo thing. Hope y'all enjoy, and thanks!
A couple thoughts after playing more runs... I think I did 14 or 15 so far.
The difficulty ramp from level 1 to level 2 seems steep.
I wan't to be able to zoom out.
Grav gun / Rifle is by far my preferred combo, I don't see how anything else could compare (maybe later in game the others shine?)
Happy to elaborate on these thoughts if you'd like.
I’ll test again later… I have many controllers hooked up to my computer regularly for testing (in progress making a local multiplayer battle game myself) and the only one I had w me when I came across your game was my nock off brand one, could be related? I’ll test them all in the browser and on windows over the weekend (if I have time) and let you know.
Runs pretty nicely in my browser anyhow. Controller support would be rad. It's works well as is, but for myself I find that with mouse style pointing (as opposed to twin stick, for example) I sometimes make critical mistakes where I think the mouse is in one spot and it's in another, and then I'm firing the wrong direction for a moment as I fumble to fix it. I played a few more runs last night, this is the kind of thing I'll definitely buy and play through the full game, very nice. Wishlisting now. :)
Controller support yes! But if it's analog stick on a platformer... I'll just use the keyboard anyway. It looks amazing and I would love to check it out at some point when the screen shake is optional. Sorry if this sounds harsh, really it does look great and I do want to play but the screen shake gives me an instant headache. Following you for sure!
Hey I got it working on a different browser, fun stuff! Sick Jump Man! Wooo. I agree about the air attack thing, sometimes coming down to land and the bat is right there, I could have got him with an overhead air attack!
I found the automatically zooming out camera to be annoying (especially when I hit a wall and it ker-chunk zooms in a lot instantly), though from a game design perspective I agree with Tiger's assessment, it is good to have and most players will like it. I believe I'm in the minority on this one, but for my own games going forward I intend to make the camera zoom automatic by default, but have a manual camera mode option for people like myself. (I just want to see what is ahead regardless of my speed!)
This one is fun, I look forward to any updates you make to it.
Interesting multitasking needed for playing this which I found to be a unique challenge. I did not find the controls to be problematic as some others did, but I think it may be because naturally for me, I was tapping the buttons rather than holding them, when tapping it seems to work nicely. Do I understand correctly that you designed this without the use of a game engine like Godot or Unity?
I tend not to like this type of game, but putting that aside, it looks great and the music feels right for the industrial vibe. I had an issue which you can see similar on martinkozle's post below, where a pending delivery completely blocked my ability to close the build menu. Resizing the window would likely have worked but I didn't realize that, so I waited until I could deliver on it to be able to close the menu. Nice job all in all.





