Whoa, If this doesn't count as winning the game, I don't know what does. Since the skeletons don't scale infinitely, I knew eventually somebody would out-scale them. I already nerfed boots once, guess they're still too strong - If I make more patches to the game, I'll make every boots upgrade weaker than the previous one.
TukeArt
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Difficulty is certainly worthy of the title. I thought the three balloon timer room was the last one because of how cruel the timer was, but the game still kept going after, and I ended up quitting at the second cannon room. I wish adding balloons was a seperate button from jump, like "P" to add and "O" to remove. rapidly mashing space bar to barely meet the timer requirements was quite tough. Great visuals, and the balloon mechanic is interesting!
Great game... as a rhythm game novice, incredibly hard. At least there was no lose condition! Couple things for feedback:
1. I wish the main theme didn't restart when going from title to main menu.
2. The fireworks SFX was a bit loud in comparison to music, maybe an option to adjust sound effects volume seperately from music?
Visuals were clear, and music was amazing!
Base sword deals 4 damage, and base skeleton has 16hp. Each sword upgrade adds 2 damage.
4 damage 4 shots
6 damage 3 shots
8 damage 2 shots
10 damage isn't enough to one shot, you need 3 extra ranks before one shotting. You might want to consider other upgrades rather than trying to one shot with sword... on the other hand, the skeletons get more hp as they gain ranks too!
What a nice simple platformer! I was impressed by the unique backgrounds for each stage. I was struggling to reach the final delivery, until I realized that you can jump right after exiting the pipe. Also, the auto-text was a bit fast for the last lines of dialogue, I barely managed to read the boxes. Character art was very cute, good job!
Thank you! I played the theme on piano and bitcrushed it (like the sound effects), for a quick retro feel. Dealing with depth is the eternal issue of traditional beat'em ups, i tried to make the hitboxes wide & generous, but I guess I still need a bit more. I wanted to avoid making the game too easy too, else you can scale way past the strength of max skeletons (some people have already done it).
Thank you! In my opinion, the biggest problems were camera being too close/characters being too big, and the jank that comes with high speed physics. Also, giving the character a giant ponytail wasn't the smartest of moves... hair physics is already hard, combined with rocket speeds it's just jank city.
I want to revisit this idea someday, but I have a million ideas for small games currently, so I'm not sure If I'll get it to soon.