Hi, I'm really glad you liked the original Ninja Boy, and I hope you'll be pleased to hear that I've since expanded it out into a more sizeable game! It's 20 levels long, the first 3 of which are available for you to play in the browser, so please give it a go! I'd love some feedback - https://morgangb.itch.io/ninja-boy-returns
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Since the jam game came out, I've been expanding on this idea, using that dash mechanic to create something much bigger - Ninja Boy Returns! The first three levels are free for you to play in the browser, so please give it a go! I'd love to here some more feedback - https://morgangb.itch.io/ninja-boy-returns
Hi there, since Ninja Boy came out I've been working on a follow up - a more expanded version of the same core ideas - and it's out now! I hope to have fixed those issues with the level design, and the first three of the twenty new levels can be played for free in your browser. Give it a go if you're interested - https://morgangb.itch.io/ninja-boy-returns
Hi, I know you liked Ninja Boy, so I thought you might be interested in Ninja Boy Returns! It's an expanded version of this jam game, with 20 levels, including boss battles, a speed run mode, and even a co op mode! You can give the demo a go in your browser if you're interested! https://morgangb.itch.io/ninja-boy-returns
Hey everyone, I just now released my first asset pack! It's my first try at something like this, and also my first commercial project, so I'm really interested to hear feedback!
Yeah, there were a lot of little annoyances that ended up in the final product here due to the time frame and also my lack of ability in some areas, but I'll definitely be working to improve them for future games.
Thanks for playing!
Wow, cool idea to have movement tied to recharging! A lot of really nice concepts here - being able to reflect bullets back, stun enemies by jumping on them, gaining energy, and having that energy tied to your health; as far as game design goes, this game is very well thought out.
There are some technical issues though; I wasn't expecting enemies to be able to shoot me through the floor, and the interlocking systems take some getting used to which meant I was repeating the first level a fair few times. I think these mechanics could work well together, but that the player needs more feedback for when they attack, when they get hit, for when they're low on energy, but given the sheer amount of ideas put into this game, it is likely that these weren't included due to a lack of time.
I'd be interested to see this concept develop further, but what there is now as an interesting little game. :)
Thank you so much for taking the time to play it! I really appreciate the feedback, and agree with a lot of it. I've never been so good at level design, especially when it comes to building around a single idea, and even felt myself that a lot of the sections were quite finicky or needlessly hard.
I should have picked up during testing that the end of the level wasn't clear, and should also have figured out that it wasn't clear enough to the player that the box was an indicator of the length of the dash. However, I am very glad that you think that the core mechanic is strong - I felt this way too, but my level design and overall design in other areas didn't showcase it very well. This game definitely needs improvement, but thanks to you, I know that it can improve, deserves to improve, and how to improve it.
Thank you again!
Wow, this software is great so far, but I had a specific colour palette in mind I wanted to use. Is there any chance that a future feature could let me set exact hex or RGB values for materials?
Super fun! Feels great, tense, challenging, and exciting to play; gives great feedback in graphics and audio every time you shoot or hit something, which is the best thing to have in an action game.
Feels great; nice and simplistic, though it would have been nice if the core mechanic was developed a little as the game progressed. Graphically it was very clear and close to gameboy restrictions, as well as giving everything a cute aesthetic. Only thing I would say is that the use of the mouse as the main means of control went against the gameboy restrictions, but not using the mouse would have meant sacrificing the gameplay, and it's clear that the right decision was made by putting the gameplay first :)
Felt, looked and sounded like a gameboy game, but the gameplay challenge ramped up in quite large increments it seemed, but occasionally repetitive. However, he things that hurt you and the things that didn't were easily distinguishable, so it was never due to dumb mistakes that I lost a life, just being unable to meet the challenge, making it challenging but not frustrating, which is very difficult to pull off.
The writing here is strong and quite humorous in a fourth wall breaking, self aware; serves well to keep the player interested in The Mystery of the Space Badger Mystery, and the almost metroidvania design of the game as a whole serves it well, having a player return to earlier areas as they unlock new abilities, even bringing it full circle in some places.
You bet! You can follow progress on my Twitter: https://twitter.com/MrMorganBrown
If you're looking for another jam game, I'm currently planning on making something for the upcoming Utopia Jam (https://itch.io/jam/utopia-jam) I'm just not sure what yet.
I'm really glad you liked the game! Thanks for the feedback!