I'm glad you thought the menu navigation was interesting! The menu had a Quit option which when pressed would give you that screen. Anyway, thanks for reminding me that I needed to remove the Quit option, which I just did. It was made for standalone desktop versions, but I forgot to remove it when I uploaded the game.
if you imagine an equilateral triangle, with bottom vertices at the penguin and the fish, then your cursor on the top vertix is likely to be around the right position to land.
You have to keep the space bar pressed down to grab the rope and hold on to it. Maybe try holding the space bar before reaching the rope like he's reaching for it or something. I understand it is still somewhat unresponsive though, this is something I'm still trying to get right.
the difficulty doesn't seem to increase. It would be nice for a bit of a challenge. Also, perhaps something as simple as having a button at each side and having to go all the way from left to right could give us something to do in this light rain, which could serve as a score metric. Or picking up mushrooms that pop up.
@Barefoot nope, [SPOILER for lvl18] you get right zombie off the edge, but not on the button, then position and kill left zombie with the left button. Finally kill right zombie over the right button, and up you go.
I was expecting to catch them shooting my tongue out :P It was a nice quick game. Perhaps we could start as tadpoles in a pond, and grow legs after eating the first purple firefly there. Also, if you want to expand on this maybe adding some predators to avoid could make sense, although it would kill the chill ambiance that we have now..
I finally managed to jump out of the walls, only to discover that the outside world was an empty endless void pit, like my dreams to be an adventurer. I should have stuck to my favourite hobby of shooting the ground.
yay, I win! :D Interesting concept. Sometimes the attack doesn't seem responsive. Perhaps a second level could exist to expand this idea with upgrades (multiattack weapons such as grenades, boobytraps, bigger swords, or some big shield to push the animals together) and more and different enemies (pangolins, armadillos or turtles, that take more hits but spawn slower.
At least make them all move in different frequencies.. right now I can keep shooting after only looking at a single pattern, since everything is in sync. The joystick behaves weird. It can turn into a nice reflex game. Maybe different scenarios, the limited ability to slow time..
Nice environment! I think the physics are good, they are not so crazy that you can not do anything, and they are not so easy so that we can have a bit of a challenge.
A restart key would be nice.. Also, I would like to fix the view of the character, and the controls feel very strange. Aaand absolutely no blocking the user with a column or any other element. Alright, a last one, it walks a bit more after releasing the key, which can be painful on an obstacle game.
Apart from seeming to be hugely penalized by having a bad draw on an either very scarce resource (artifacts) or with draws at an increasing cost (relics), the rest seems pretty entertaining to me. A reset to give more flexibility could be nice, especially if it is comfortably available (every prestige, or every X prestiges, free of charge).
I'm glad you thought the menu navigation was interesting! The menu had a Quit option which when pressed would give you that screen. Anyway, thanks for reminding me that I needed to remove the Quit option, which I just did. It was made for standalone desktop versions, but I forgot to remove it when I uploaded the game.