I have ascended! lol good stuff. Only found 3 coconuts, not sure how I missed those since I'm pretty sure I picked up everything but I'll take making it to the endscreen!
dennens
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Fun little game! I like how you can effectively boost non-stop by just holding down A and dpad at the same time lol. I couldn't tell if there was gonna be an end to the game so I just had to call it at some point - it looks like as long as you end the run quickly enough as blockman and keep going long enough as balloonman you can just keep it going forever? Couldn't really tell if there was much of a point in keeping it going after some time.
It seems like the crank controls are a little sensitive, it kept honking my poop trombone without me pressing any buttons or cranking the crank. Couldn't tell how to activate d-pad/A button control scheme.
Personally I'd say have the dog jump a little higher and only allow the jump if its feet actually touch the platform, it felt a little unpredictable to basically aim for hitting the platform with the dog's torso lol
Anyway it's doodle jump with a poodle! Does exactly what it sets out to do
It looks great! Can't say I really understand what the controls do though. Cranking combined with pressing A seems to jump in a given direction, but tilting the device doesn't appear to do anything?
I wonder if you're meant to actually be able to make it out? Even landing the head precisely within the claw's grips it still falls out eventually, and other body parts don't fare much better. Maybe I'm just bad at the game
There's also an issue with starting the game which can cause the physics to go haywire, tossing both my toy and the crane off-screen lol
It doesn't seem possible to complete levels without losing some health? Generally losing health is a 'fail' state, feels a little weird to have it required here. It also seems inconsistent as to when you lose health, sometimes falling 2 spaces means damage but other times it doesn't? Maybe I'm missing something or misreading the situation.
Anyway decent little collectathon!
It doesn't seem possible to complete levels without losing some health? Generally losing health is a 'fail' state, feels a little weird to have it required here. It also seems inconsistent as to when you lose health, sometimes falling 2 spaces means damage but other times it doesn't? Maybe I'm missing something or misreading the situation.
Anyway decent little collectathon!
No pdz file errors for me! Made it to floor 5 where I got finished by some boars. It's missing a bit of damage feedback, or some feed-forward on enemy attacks - I was running around without really realizing I'd lost half my health already, and couldn't really say when or how I'd lost that health.
Could also obviously use more enemy variety, flashier player animations etc, but what's there is nice, and player controls feel good which is probably the most important thing to get right
I like that the intensity of the gameplay increases along with the intensity of the music, though I'm not quite sure how jumping slimes relate to halls of mountain kings lol. I think it'd be nicer on the eyes if the background pattern was static rather than moving along with the trees(?) you're jumping on, but that's a small nitpick. Good fun for a run or two, good reason to hate rocks afterward lol
There seem to be a few bugs in the game:
- I fell to the delivery floor on my first boot and couldn't get back off, gradually just losing health over time. Restarting the run had me start in that same half-in-the-floor position
- Collision seemed to be off by like half the ship size, I could somewhat disappear in walls on one side with no issues, but being fairly safe on the other side still resulted in collision
- You can go 'out of bounds', which on its own is interesting, but it also reveals a part of your ship(?) that isn't normally visible
Aside from those though, it's got promise. I think it could benefit from secondary drop-off locations or being able to pick up more of the blocks at once, maybe making you heavier/harder to control as a trade-off for not having to go through the same bits of the map as often. Or just multiple levels with fewer pickups in each.
It's still challenging on device! lol I feel like much of the difficulty comes from ensuring you're well-postitioned on the platform you're jumping from, as re-positioning appears all but impossible with the time you have. Might also be nice to quickly extend the tongue to its max length and having it snap to objects - it seems like occasionally it won't attach to platforms it's touching.
Decent take on the doodle jump category of games, and it looks nice!
Thanks for playing! Yeah going for a 3-way toggle is the plan now: Normal, Fast, and Step.
Had a little look at the preview vs working piece positions, and I can assure you they're at the exact same vertical position, though there's some visual noise at the bottom of the working piece due to the background pattern that might be throwing you off. Here's the two side-by-side from overlaid screenshots:
I should probably add a little platform line to reduce this problem
Having a third hand, obviously!
But yeah that's a good point - I've been considering making it a single button toggle to switch between the 3 movement modes. Initially it was mostly meant as a way to easily position the blade before going in with the cut, but there is value in being able to move quickly or stepwise while cutting
Hey! Thanks for playing the demo, glad you're enjoying it! Yeah the $6 is just the price I set initially, the game hasn't launched yet - but it will soon! I expect within the next month or so, depending on how quickly the last bits go. I'll be sure to post a devlog too which I think notifies followers? Not sure how itch works exactly lol
Has plenty of potential, but could use some more design work. The shadow does wonders for knowing where your plane actually is in relation to the floor, which makes the game surprisingly readable. Might be fun to be able to shoot down trees as a tradeoff for the limited amount of bombs, and give the player options for partial success so that missing a single target doesn't basically require a restart (and cut down the restart time, going through the mission failed/title screen/tutorial screen/plane boot sequence takes a bit too long). Maybe add a preview for the bomb's trajectory when holding B since it threw me off the first few times
Fun little super hexagon-like that could use a bit more pep in its music but is entertaining nonetheless. Few things that I think could make it play better:
- Maybe add an oval showing where the player moves and is considered to 'be', i.e. where the contact point of the circle with the obstacles is
- Collision with the obstacles feels a bit strict, though I may just be misreading (see above) - or just bad at the game lol. Might be good to give a tad more allowance to the player's positioning
- The obstacle triangles could use some love, as the shimmying and spawning of additional triangles is a little jarring
Had a go, I liked it! Read you weren't planning on doing too much more on this game, but here's some feedback/questions anyway :
- Framerate drops pretty badly on occasion, especially during sequences where asteroids and rings spawn simultaneously - makes it kinda hard to play. In order to maintain a playable framerate it might be good to limit the amount of things being spawned. Impressive that it works at all though given the lua restriction, it looks great!
- The hitboxes you mention kinda threw me off, especially the boss pyramids I felt like I was hitting constantly but seemed to miss anyway. Glad it's already on your radar
- Might be good to make story lines skippable on return plays - I died to the boss due to the above issue and had to replay through the tutorial bits and story, mildly annoying
- Is there any more to the story after the first boss? I pressed continue after the boss and got into a massive ring/asteroid run, but the characters didn't say anything
- The upgrades appear to be persistent between runs? And not all upgrades list their upgraded level (max shield for instance). Though maybe I missed something?
- Screenshakes and explosion sounds seemed fairly random in terms of intensity, making the difference between hitting things and getting hit hard to tell (aside from the screenflash, but the heavy shakes still made me think I messed up lol). Would be good to have a clear gap in intensity for distinguishing hitting from getting hit I think
Anyway had a good time, you have my ballot for interest in more of this!
Glad you had fun! Armageddon is the easiest scenario to win, yeah - the others crank up the difficulty quite a bit.
The physical game does use the same rules, though at launch it was a bit rough balance-wise. I'm trying to fix that in this release, and then backport any changes to the physical game once I'm happy with how it all works.
And of course the other way around - you can have a look at the print-and-play rules to get a decent feel for how the other scenarios change things up!



