I added an indicator that shows how many bombs are remaining to make things a little less random. Thanks for playing!
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I really liked your take on the theme. This is one of the more interesting "platformer without jumping" games that I've played. I did like that the collisions were in the players favor so you would slide onto platforms if you were close enough. My small criticism would be that sometimes the player character will get stuck in their rising animation after they have landed. I would recommend everyone play this game in full screen to avoid clicking off the window while pulling the screen downward.
A good entry! This game forced me relearn every instinct I have as a gamer to move before jumping! The obstacles don't reset after you die so it gets easier with each attempt. Also if you wait long enough on the title screen the music stops looping. I really like the concept but the collisions are very rarely in the players favor when platforming and avoiding obstacles so it's pretty difficult.
Had a little trouble at the title screen but after that it was a pretty fun experience. You might want to make it more apparent what you can use your grappling hook on and what is a solid wall.
I thought about how to fix the quick spamming strategy and I decided to put a little cooldown on placing a symbol. This would make blocking your opponent a little easier but it might make the matches longer.
I like the concept. I don't know if it's intentional but some of the items you get are clearly better and more fun to use than others. Aside from occasionally getting stuck it was pretty fun.
If you don't click anything at the start you can still be attacked so you might want to put a pause on spawning enemies before you save the first zombie. Other than that it played quite well!
I came from multimedia fusion 2 but i never got too familiar with the program. I've actually checked out Redfoc's tutorials but I'm looking for something that explains in-depth how to program a turn-based rpg. I found actioncancel's Pokemon RPG tutorial which was great but it doesn't look like he's gonna finish it :( Oh, thanks for sharing your tutorials!
I've been told the ball is a little fast but the ball only moves as fast as you can move the racket. Since the screen resolution is 160 by 144 I made the left and right racket 16 pixels smaller than the top and bottom. You lose a point if you score on yourself and you score a point if you knock the ball into an opponents goal without them scoring on themselves.
Really cool idea! I was super surprised when I hit something that took me to the main menu! Staying stationary in the middle appears to be the optimal strategy which makes things a tad easy.
I could have definitely made the levels a little tighter so players don't get the wrong idea about how to solve a puzzle. The fifth level is possible but it has a very specific timing which may be a little too punishing. Thanks for playing!
Cool concept and fun game! (If you stay on the game over screen once it gets to the warp counter it will decrease infinitely and the text will be layered over the "game over" text.)
I think the damage enemy ships do should be reduced considering that you want the player to purposely take damage to refill their ammo.
This is the second time someone said it reminds them of Zelda! An automatic screen reset upon death is a great idea! If I decide to finish this I'll be sure to add sound effects and even more levels!