A lot of fun to play, and a very well-deserved badge :D Tip for those having trouble: If three squares on a net are in a straight line, the first and third will complement each other. If they are in the form of a Z, the first and fourth will complement each other. In case of a five square structure - a 'bar' made of three squares with a square on either side at the end, the first and fifth squares will complement each other.
For Level 10, you want to make a sort of 'bounce-back' mechanism that sends balls up, left, down and then back the same way using a straight mirror. Use a reflector to hit the bottom right switch, and immediately block it off with a straight mirror so you don't lose any more balls. All you need to do now is reflect the remaining balls onto the goal. Awesome game and well-deserved badges IMO.
For anyone else lagging like hell and swearing at the screen: The 'gear' button takes you to a settings page where you can turn down/turn off the different special effects. It really helps, especially when you turn off hat animations. Great game with some very fun options, but a sorely lacking tutorial. I enjoyed getting the badges once I figured out how everything worked out.
This is actually a pretty good game, even though it isn't exactly a 'gem in the rough'. A lot more could have been added by way of game mechanics, but any game that involves pigs is already awesome. Only gripe is that the pig was female. I would have liked to imagine this to be a sequel to Mr. Bree: Returning Home.
I don't know if Level 6 is impossible, and I am not sure I care. Hitting Obama with a ball using a gun held by Mario with a bar in the background has been my childhood dream, which has been fulfilled today. Only thing I don't like is how in the end SPOILER ALERT it turns out that you were killing Obamo, Obama's GOOD twin brother. Kinda dampened my victory cheer.
Glitch: Dying makes it unable to play any longer, though admittedly, you can still keep the tab open and use the music to repel any and all bugs from invading your room while you desperately try to fix the torn up telephone wiring so that you can call pest control before they devour you in cold blood.
Otherwise, I didn't enjoy the game much. The size was quite small, but it wasn't a cookie in disguise. However, it could have been much worse, with no editions to the pre-packaged Stencyl game whatsoever. For that alone, my rating has gone from 1/5 to 2/5.
Good game, overall. The medal system makes the game more than just a speedrunning fest. The only complaints I have are 1) The basic control system + automatic turning makes it a bit hard to follow the ship, 2) Needs API for badges and highscore comparison.
The game isn't actually bad, but it is definitely not good, either. Listing issues in order of urgency: Game lags later on since the droplets aren't destroyed after leaving the screen. Health bars are useless since you can't kill with your shots. Shots push droplets off and bullet spam negates any difficulty whatsoever. Ship doesn't rotate when firing, and droplets only originate from one spot. Music gets repetitive. Needs a proper menu.
Thnx for the feedback! Yeah, the lag is definitely an issue that I would address in a possible future version or maybe just update this one If I don't have to totally re-work the schematics. The droplets actually are killed on stage exit (tested) and that is one issue that I am trying to pinpoint. I am pretty sure that there is some funk in the speed dynamics. I appreciate the comment to record what needs to be done with the game so that I can come back to it at a later date. Not sure if I will get to the improvements this time around. Appreciated!
Since we have coins, why not have an upgrade system? I'd dig a "Game Performance" stat to dump all that cash in. The game is great, with an original and unique twist, but the lag is _horrible._ Feels bad when you find your lamb roast with savory sauce only half cooked, yeah.
Gets a bit boring eventually. Jumping over projectiles seems pretty pointless since most of the time, there is a pixel-shaped margin of error. Blocking needs to cost stamina, as otherwise, this is less 'Dodge or Die" and more 'Block or Die". Block area could have been less to make the game more challenging. Like the controls and idea.
Seeing as I made it in a matter of a few days, my goal wasn't really "grandious epic entertainment for hours" but rather "simple fun game mechanic that works". But it could certainly use a few more features and balancing tweaks. Thanks for the comment.
1) Needs better aiming. Right now, the aiming problems make it seem like a bug, which it probably is. 2) Graphics are okay, but could be better. 3) Needs more levels, obviously. 4) Needs power-ups/different types of hearts/enemies that shoot back. 5) To be popular, needs upgrades. 6) Needs obstacles to stop you from just shooting everything down. 7) Needs a menu, maybe some music, explosion effects should be based on the color of the heart exploded. 8) Needs more challenge. 9) Reward the player for completing the game. Otherwise, nice demo. Could have been better though! 3/5.
Not a very bad game, but not a good one either. Music's okay, and there doesn't seem to be much effort on the graphics. Main menu text shouldn't be selectable. Collision detection is good enough. Needs more variety in enemies, background, gameplay itself should consist of more than just moving about and pressing Spacebar. Upgrades are always welcome in shooters, as are powerups. There is no sense of progression due to absence of a level system, and no sense of reward due to the absence of a rigorous goal ('accumulate points for an eternity' isn't a very great goal). Overall, I rate it 2/5, because there could have been more effort put into nearly everything.
The game isn't fundamentally bad, but it isn't fun. The game window is too small, and dragging the items aside is a chore. The instructions could have been written a lot better (though the game is quite easy to understand without the instructions anyway). The 2P mode is a clever idea, but having to use 2 mouses is a letdown. Maybe have it so that the players take turns using the same mouse? More Tom and Jerry would be nice so as to justify the name. Currently, this is "You Find Stationery" with pictures of Tom and Jerry here and there. A few more pictures might have been nice, and the end screen doesn't give you a feeling of achievement. Maybe have an endless mode as well? Not a bad game, but I have seen better. Keep trying!
I am pretty sure I have played something very similar to his (which was also a test), but that's irrelevant since this demo also fails to impress me. The player character's top shouldn't go through the platforms. The color scheme needs work (more ambient and dark colors so eyes don't hurt). The ending isn't very satisfactory, but then, the game itself doesn't pose much challenge. Have more enemies, more levels, and preferably better graphics, at least for the hero. Also, you should have an explanatory backstory of the game if possible. Music would have been nice, even if loud. Good luck!
Finally, to actually make the game fun, there needs to be a more, what can I say, consolidated gameplay structure. What I mean is that there should be a balance of effort and reward. Currently, completing a level is quite based on curiosity to know what the next caveman is going to be like, and this curiosity wanes to nothing in the last level (er, no caveman). Maybe have the "reward" given when you actually complete a level (I thought that would be the case at first). There needs to be, to conclude, a more satisfying ending to the game than a badly done "The End". Remember: your players have worked hard to complete the game. You also need to work to make the journey worthwhile. Good luck on future endeavors!
Thank you for that feedback, I really appreciate it! I've only ever made two games, and this one is.... well... hugely improved from the first. The first is unbeatable and frustrating to say the least. I may work on improving it. It's good to know what people are looking for :)
Onto game design. The graphics are... meh level, really. I have seen games with great gameplay that eclipse bad graphics, but didn't find anything dramatic here, having not expected much either (Breakout). However, here are some things you want to note. The ball should have variable bouncing habits. What I mean is that, in classic Breakout games, the ball tends to bounce off in the direction of whichever part of the paddle it touches. Here, the ball bounces off similarly from both edges. Level design needs a lot of work as well (I think you were quite lazy in the last :p). The tiles don't really have much attractive value either... nor does the fact that most of the tiles have a white rectangular background which makes them look like they were cut out of paper (and not in a very realistic way).
Well, I liked the game as long as I could play it. There were, however, many annoying bugs, and the game design itself can do with a massive overhaul. Let me begin with the bugs. The ball often passes through the paddle (particularly prevalent near the edges), which is probably the worst bug since it is horribly annoying when you forget that your paddle is actually much shorter than it looks. Near the latter levels, the bigger paddles still have the small collision area (along with the same edge problems) as the paddle from earlier levels. The ball sometimes bounces up from an invisible barrier at ground level (might be intended). There is sometimes a bug where the ball gets stuck in an infinite loop (I will explain it with the description of game design problems).
Thnx for the feedback! Yeah, the lag is definitely an issue that I would address in a possible future version or maybe just update this one If I don't have to totally re-work the schematics. The droplets actually are killed on stage exit (tested) and that is one issue that I am trying to pinpoint. I am pretty sure that there is some funk in the speed dynamics. I appreciate the comment to record what needs to be done with the game so that I can come back to it at a later date. Not sure if I will get to the improvements this time around. Appreciated!