Oh dang I just realized it has a persisted high score too! :)
muupi
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This is a super fun two player game! I love the workaround you came up with to have 2 players without needing to worry about multithreading!
I'll confess my dumbass forgot this was a 2 player at first and was confused at how "easy" it was - I was waiting for the "computer" to start playing and it wasn't until the screen saying "Player 2 wins" came up that I realized. This isn't a huge deal, but maybe have a P1, P2 text overlay in the uppermost corners above each team would help make this more readable.
The background music you chose was a good choice, pretty intense! The little squid game dudes at the end doing the yipee noises are adorable (I see there's no "losing" screen hehe... that wouldn't be as cute)
One thing I really like is how this isn't just about mashing the buttons faster than your opponent, because if you hit the wrong button you slip towards the void. Very clever!
Also the starting screen and restart screens are a nice little detail.
I'm excited to see this played with two people tomorrow! Awesome job guys. From rock paper scissors to this in just a few weeks, pretty impressive :)
Awesome game!
Really good concept and feels pretty complete - good audio, background music is cool. The decreasing healthbar is really cool, especially with the colour changes as the health hits certain limits. The starting screen and game over screen are a nice touch too!
I like the sprites you chose and the player animation looks pretty good :)
I'm curious how the score is calculated, on one playthrough I got a score of 220 with 102 enemy kills.
I love that the enemies appear to track you when you enter a certain radius - from afar their movement seems pseudorandom, but when I got close enough to them they appear to hone in on my position. If that is the case and isn't just my imagination, then great job on that! Such a neat detail that I'm sure was a challenge to implement!
Some feedback: similar advice I gave to another group - since we can't shoot + move at the same time (at least not at a quick pace) tweaking the player movement speed to be a tiny bit faster would help. The "room" is quite large for the size of our sprite and it takes a bit to get across when I have that last zombie to kill!
I'm also curious if the reloads affect your score (the lesser amount of reloads you perform in a round, the better). If it doesn't currently that might be a neat feature to think about in the future!
Big congrats to you guys for creating this fun game!
This is a game with a TON of personality! I love all the little details you guys added and how custom made it feels :)
Good job on creating different enemies with differing speeds and attacks (why is Mariana so hard to defeat??? xD) I had a real good chuckle at Rui's sound effects. Being able to shoot oncoming bullets is fun. Showing the decreasing health is a nice touch, as well as there being a restart button!
One thing of note: since the enemies can move whilst shooting, it would feel better if the player could do the same! I understand this was probably due to keyboard input issues, so one workaround that could help is increasing the player speed so we can move to our target quicker!
Seriously though, great job guys, this is a real fun tribute to PROXYmorons! :) You did it! You made A GAME! ahhhh!!
It's working great now! My daughter finds this game very amusing (I wonder why)
Stuff I took notice of: the parallax background and all the character animations are very impressive! The player movement loop is pretty smooth and the simplistic poop animation works well in contrast. Also the fact that he has a sprite for both the jump up and fall down is nice and the death animation is great also (both the player and poops!)
The tranquil sounds of the forest with the occasional surprise fart is great :D The fact that his jumps goes through a seemingly random set of sounds is a nice touch.
I was going to give some feedback that the gameplay itself is pretty hard, but after giving it a couple of goes I've since figured the timing. Still, I think if the poops moved a tiny bit faster (so they would clear your jumps quicker) and being a bit more spaced out would help playability.
The image pops in a bit at the beginning of each round - perhaps using a stationary image (of each layer together) that gets loaded first, then loading the parallax layers over it and then deleting the stationary image when the user hits space to start would help hide this?
These are just suggestions to take with you for the future, this is a very impressive job and you should all be very proud of your work! Just 4 weeks of Java and you have A GAME!
Congrats to all!
This is a great use of the limitation! I really like the art and the little animations (like him portal-ing into each level) and trying to figure out how best to kill myself for future me to use. One thing happened to me, I had 0 froggies left and died on some spikes so it just started infinitely spawning dead bodies around me. Not sure if I was supposed to see a restart/game over screen or not at that point.
Anyways, great job!
Excellent use of the limitation, I very much enjoyed stacking up my dead bodies to make the jump :D The controls need some work, I think just making it so you can move horizontally during the jump would go a long way to making it feel better! But yeah with all the things that make a game polished I can see a lot of potential in this. Designing a platformer for a jam feels tough, good job :)
Just gave it another go! This time I got to level 3, but when completing it and hitting "next level" it stayed on the blue screen and didn't progress, unfortunately. That being said, you all have a very special game here! Tons of wonderful little details, the way the suns snake in (and sometimes tricking you as to which direction they'll go) the rain effect, the little crabs and clouds moving in the background. The UI itself is also very pleasing to look at (maybe it's a weird thing to compliment but I suck at UI!) Even the start screen with the moving rainbow and the bold and colourful artwork is excellent. Thanks for the patch, it's a lot easier to enjoy the game fully now :)
Pretty funny game! Love the idea of the sun getting angrier and angrier...those stupid humans! It's a bit slow paced, I agree with your assessment that maybe other things that can be hit/destroyed along the way would be neat (I got excited when I saw the other planets at first thinking they too would be destroyed) but I think all in all it's a really nice and polished game. Good job to everyone who worked on it! The art and music is great also :)
Thanks for playing my game! I appreciate it! Since I have an inverted leaderboard and negative scores are a thing, I wanted to make the waterorbs plentiful so players who choose to fail on purpose can rack up a good score, but yeah it means doing the standard objective is harder! It's tough being evil :D
There seems to be an issue on very particular systems where the text disappears mid-game. I'm very curious if anyone else has this issue, if so please let me know so I can try and understand what causes it! The text is the score on the top right and the leaderboard text. Tell me what system you are on if this issue happens! Thanks and I hope you enjoy my game!! :)
That game over screen is *chefs kiss*
Good job on submitting the game on time! It's super cute. Simple, yet effective!
I don't know if it's just because the game images are bigger than my screen but I didn't see my score anywhere (except for on the console). Could this be a feature you added to make sure only true terminal loving people have access to their highscore? :P

I really like the look of the tutorial page (well, it all looks really good!!)
This game is soooooo unforgiving though! My poor Esteves fell so many times...
I tried S to crouch but it doesn't seem to be working! Any idea what that could be? Is it unlocked in the DLC perhaps? ;)
Congrats on getting the build up and running and submitting on time!

SO CUTE!!! Congrats on getting the build and submission on time!
The art style is very adorable and *ahem* the british accent NPC is my fav for some random reason.
The image resolution was so gigantic I had to move the screen around so I could see what I was doing xD I think smaller images next time would work better.
Good job on figuring out collision detection with the flowers, having the sprites have animated walking cycles and also changing to different levels, there's a lot of personality in this little game.
Congrats on getting your game built and submitted on time!! The idea is really cool and I love how it is tied to the bootcamp experience.
Question: the icons on the right (the coffee cups) I assume are the lives, but what about the red bar? I noticed when I pressed the spacebar it turned blue but didn't understand what effect it had on the gameplay :)
PS: (I'm an MC from the convent campus) :D

7400! The first time playing this I was so confused, it took a bit to get used to it. The idea is really neat and I love the aesthetics of everything! Sounds good too. Question - what is that shockwave thingy? I activated it (I think) a few times but I don't know how. Is it walking into the fire? Great job on the game!








