It's a nice game, but definitively not one of your best John... I guess what really sold it was Jimp's artwork (which, you two together combine quite well, stating the obvious)
Remember Syobon Action (Cat Mario)? It proved to be a prime example of the rage games, killing you in unexpected ways. However, once you learned its tricks, the game was much smoother.
This game, however, is quite the opposite. Once you go through the first two stages, you already know what kinds of traps to expect. While this makes the game more predictable, even after seeig the trick of the whole stage you have to suffer countlessly by missing by a cinch (or just dying from the jump system)
All in all, great game, but I wish it were packed with more surprises.
Playing as a golf-ball man through his way to sleep, encountering gaps in front of my door, darts, a dragon, and MANY gems. This isn't a game you encounter everyday.
The slow pace of the game is nice at the start and avoids becoming too much of a drag by respawning close to the gap you died at. And add a couple of puzzles to distract once in a while.
However, the nauseating music is a huge drawback. Sure, "you can always mute if you don't like it", but I think sound effects are added to be listened to, and not ignored. The character COULD move a tad bit faster while walking and jumping. It is quite easy to lose only dialog in the game if you rush through it accidentally (or on purpose, thinking you might have a chance to talk again to the dragon) and that was a big let-down. Scene-scrolling would have helped a lot, as well with the block graphics.
Nonetheless, I rate this game a 7/10 or 3/5 in Kongregate scoring as "I liked it".
Tried really hard to play this but sorry - this is just way too buggy. Physics is wrong, platform dragged out of the screen disappears, no music, holding the platform and dragging it too fast will make it stop dragging, holding the mouse button and going on top of the back button makes it go back, no replay button, poor sprites
well, FFXIII is like a movie but you need to mash X. this is less effort for a movie that calls itself a game
And where's the mashing in this game? No input = animation, stupid.
Big problem is with the jump at z and shooting at something out-of-screen doesn't hit them, what a pity.
Another thing is that it has a very steep learning curve, the first level is already a challenge. At least a tutorial would be nice for games with steep learnin curves.
Pixel art is okay, but without the tutorial you start the game clueless of what it does (as trying to shoot the power-ups). The movement would be better if were less slippery, and opponents moving slower in the first waves. There should be a goal or something to be acquired each wave, or don't make waves at all and let the difficulty increase while gameplay.
Hi Alex!! :)
The little tutorial is there to teach you those things :)
As you can see, there are no "established" enemy waves and I didn't want the difficulty to increase with time.
You should simply destroy all incoming randomly spawned enemies... and try to get an high score! :D
Thank you so much for playing! ;)
5 out of 5. Loved the idea, style and proper use of ninja. I must praise it for not having a time limit or move counter, allowing one at zen. The 'hard' levels were those that you couldn't (or shouldn't) press random buttons and get to the finish line in the end. Push in a bit more thinking, and its done. What I am eager to see a sequel where player-submitted levels could be possible, allowing for a broader overall difficulty level, and many more hours of fun.
... Great game!
Hi Alex!! :) The little tutorial is there to teach you those things :) As you can see, there are no "established" enemy waves and I didn't want the difficulty to increase with time. You should simply destroy all incoming randomly spawned enemies... and try to get an high score! :D Thank you so much for playing! ;)