Not super exciting, the weird part was that I was expecting it to be a cool battle with someone of the same skill which is what having another ryu sprite would imply to me. But immediately he has a super death move that's super hard to dodge.
I actually really like this! Even though it seems like just bubble bobble, I really like how its more physics based so that your timing and skill is more important!
As much as I like that you made a fully functioning pong, this begs for some modern imagination. I guess if you just called it pong I'd be cool, but v2 makes me wish there was some twist to the game. Like Plasma pong.
Yeah, I made an error in naming it. For it being "v2," I more meant that it wasr my second crack at it, a few years after the first attempt. Time kinda slipped away from me, and I haven't been able to work with AS that much in the interim.
I think if the game a bit more of a puzzle element to it where you need to find out what to do it would've been a little more interesting as a game.
That being said I really love this game, and I see some people are complaining about the fruit at the beginning but to me that was the most compelling part. From a artistic game design standpoint it really made a statement to me about how Adam and Eve must have felt with the fruit. It was there, how were we not going to eat it! It was placed there almost as if you were supposed to, as was everything else. It makes quite a statement on early biblical tales.
Please keep making games.
Thank you! Yes, a few, deeper puzzle elements seem to be in order. I'll keep that in mind for my next submission. Huzzah!
I actually liked this quite a bit. While the controls were a bit tough, it was understandable for how you should play the game. But one suggestion is to make the 1st level less hard. I think if you started out with as many long runs and slow easing in turns as possible then the player would have more room to screw up and then be more excited as the levels got harder.
Also when the car blows up I think it'd be nice if there's at least half a second of explosion before the music. It feels weird when you're racing fast and then suddenly music starts playing and you realized you died.
last level like Monaco with walls everywhere :p Or high up in the mountains where you can drop into oblivion :) Thank you for the useful comments, I will put it in the next version of this game!
This is one of the more enjoyable and hilarious games I've found on New grounds! I think my favorite part has to be that you were smart and added reasonable checkpoints so we wouldn't get frustrated the whole time. I still didn't beat it though lol, that last drawing in act 3 was too insane.
Its certainly the little things that make this game the best to me. I guess I like when someone makes a game where you dance to mysterious gods for the unknown game. While Remnants was good it was very much like Gauntlet and that is something I'm so familiar with it was no mystery.
This I was so intrigued by. The only thing lacking was that the song somehow got harding by like speeding up, or the dance has to change.
I also liked your writing as well, I didn't think the ending was too abrupt because you made it get more surreal and humorous as they went down. Eventually the characters weren't discovering anything they were making jokes at how weird everything is. My favorite is still "blub blub blub deeper! blub blub".
Definitely my favorite game for the game jam.
This is really impressive for something made so quicky. I really do get a Gauntlet feel, but it doesn't feel like a rip off, it feels more like a simplified version. I also played this with a controller and it works really well.
I also enjoyed your choices of music, very excellent.
The only complaints I could have are that the floaty ninjas are a little too powerful, it feels imbalanced with how many hits they take. The sausage guys should also take less hits than the floaty ninjas, but still fire enough that you have to dodge and take your shots accordingly. And the protection spell should really be made for 100% protection until you get all your circles hit.
The power of the enemies really just causes you to wait to get your magic back, or bum rush for a potion which gets you killed which takes longer. Its gotta flow a bit better where it feels like your magic isn't causing you to just wait.
Great game though, played it for quite a while!
I do really enjoy the gameplay and the simplicity, but a game like this doesn't really need such a difficult and even frustrating gameplay experience. It shows potential in how you explore, but its better suited for a more casual experience.
And a personal point, I wasn't a fan of the prose at the bottom, it seemed a little pretentious or maybe its just hard to really think about it when you're trying to thread a needle to get to the end lol.
Besides that I really like it, its very interesting and has potential to be a lot more and say something interesting with the gameplay.
Thanks for the comment. I made the game easier to play, so if you haven't yet gotten the good ending, you can give it a shot.
I'm happy to see a game that actually works. You can at least try to get a score, but I have to say its not too original. Maybe you could add increasingly difficult enemy variations or waves, or maybe you could have to get from point A to point B, or do something without dying? At least something to measure the score, because you never run out of ammo pretty much as long as you don't suck at clicking. At least its a little functional and has some possibilities.
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