Now available on Android! The game went through a lot of reworking (Especially controls), and the finished product is a much more polished game.
You can get it on the Google Play store here
I'm all for people recreating simple games for the educational experience they get programming, but it usually isn't worthwhile to try to add on to. It's cool that you got the game working with your own code (I assume), but there is a lot more to making a game than just that. You didn't add your own art style, or anything. The only real change you added was a bigger grid, and that made the game nearly impossible to lose. I recommend just playing a lot of games, and seeing why they're built the way they are. 2048 had a perfect grid size, that added a great challenge, and it feels like that's the one thing you changed for the sake of "making it your own."
I'm all for picross, but... After completing just the easy puzzles, I have come across countless repeats, very few patterns that made much sense, and plenty of puzzles with multiple solutions. This is definitely a case of quantity > quality, when it should be the other way around.
The hit detection is... odd... I found it works best if I click under the ball as it falls, and hold it until it hits the cursor. Perhaps it feels better on mobile- I have no way of knowing. Physics felt a little floaty, but otherwise self-consistent. Also: Sound effects make everything feel great. ;)
Thanks for your comment. I will look at the hit detection. Which browser are you using?
I also agree that I need to add sounds and music on my games. I will add some soon.
Randomized features can be a LOT of fun to play around with. I'm assuming this was to familiarize yourself with it? Now start building up the complexity, or try something like coding a deck of cards. Stick with it! ;)
Decent start, so far. It certainly needs sound, but the art is pretty slick, and I was surprised to see you could slide along the wall. I'd recommend at least having a singleplayer mode with a score counter, and you could looking into hooking the KongAPI into that for a high score board.
I wasn't sure about changing characters, but it seems to not do anything? It would certainly help to be able to SEE your character before starting.
Thanks for your comment. As its name says, it is just a test. There aren't any instructions yet, and some new assets need to be done in order to enhance feedback to the player. Single Player mode requires at least some basic AI, and Local Multiplayer mode is our highest priority now. However, we will eventually implement a single player mode.
It seems to send keystrokes multiple times here and there. Not sure how you have it set up if that can happen... Also, it'd be nice if you could just hit space to advance through menus, so you don't have to grab the mouse after every try.
Not to say it was a bad game, but... This is just a masocore game. Saying it's "about failure and regret" would mean more if it wasn't just a machine taunting you. Look at Depict1. It's about deception, and it does a fantastic job of portraying that. This is just masocore platforming, though.
I've always been attracted to minimalistic games, simply because it takes so much more to make a full game using less. You, sir, have done it. It isn't THE MOST AMAZING GAME EVER, but for one sound, one dot, and one button, you made a damn fine game. I applaud you. ;)
Freaking love this game. Bought it on Steam a while back, just found it here. After 10+ hours on the Steam version, this was an entertaining hard badge. lol
Soo... I payed more attention to the lines of dialogue this time. There's definitely a bit of a story. Not much, but it's pretty neat if you pick up on it. Long story short, dopamine's awesome. :P
As far as art in games goes, this is a beautiful game. I was somewhat torn with the walking speed, but I decided that the slowness fits well. It's simply the landscape that makes it feel longer (ie. walking back to the village). I'd say to not have the areas so long, but then it could just feel rushed... I guess I'm not sure how I would fix it. :P
But regardless, this is, more or less, the way I hope most of my games will feel in storytelling. Thank you for the experience.
I get that they were following in SMB's footsteps, and I think this could be the emergence of a new genre, but some things were directly from (Super) Meat Boy: The level advancement (Beat 12/15 levels), the level design (Elevator level, for starters), even some background designs (Background blocks to suspend a "floating" sawblade were identical to SMB). The antagonist was another thing in a jar, and the final cutscene felt like it was straight from SMB. They DID add a lot (rolling, jetpack), and it WAS a fun game, but I just wish they didn't copy so many aesthetics and outlines from Meat Boy.
Thanks, i agree that i kept meatboy a little too close to my heart when making this, i just love that game.. i think this game has enough unique elements to make it worthwhile though, and comes more into its own toward the latter half of the game.
Thanks for your comment. I will look at the hit detection. Which browser are you using? I also agree that I need to add sounds and music on my games. I will add some soon.