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Well, I wanted to stick to a clolour theme (blue, white and red) whch is why I am reluctant to change the colours of the balls. I'll experiment with some colours though (I'm not sure about blue, because then the player ball may be hard to find) and see what looks best. :)
Viza.
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Thanks guys for the great feedback.
It seems lik everyone wants brighter/nicer visuals. I'm not quite sure what colours would be a better alternative though.
CJM, you'll notice that the hook fires EXACTLY where you fire, and is not affected by the payer ball's velocity (maybe you thought otherwise because of the rope?). Oh, and thanks for pointing out that bug. I actually knew about that, and I probably won't fix it because I'd have to give up game performance (whihc imo, is not worth it).
Oh and yes, I too would love to see players being rewarded with badges. In fact, I've set it up to track cool things like overall balls activated in a game, and ball activation streaks during slow-mo. All that's stopping it from having badges is for one of the head honchos at Kong to create them. :)
Viza.
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Oops noticed a bug. If you pause the game via "P" mouse clicks are still recorded. So when you un-pause all of the sudden you're untethered and flying all over the screen.
I'd love to see badges for this game.
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Fun game. 4/5. I'm going to second the risk vs rewards for the higher difficulties. Personally I'd like to see the grappler fire in the direction you fire it vs it moving in sync with the "player".
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Fun concept, decent music, sound effects are a little bland but ... you are bouncing into balls... soo... not sure what to suggest there. Visuals could be a bit brighter, the game is a lot of fun overall, 4/5, thanks for the fun!
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Lol. Cheers, Cowboy. Care to share your thoughts on the graphics (what should be changed).
Hoolman, the game engine actually supports differet masses, and balls o different sizes could be imlemented - I chose not to as I wanted to keep the game fair for players everytime they play (diferent ball sizes would make it too random). Though, I've planned for a sequal to support different masses/sizes as there qould be different ball types. Care to explain further what you mean by improving the spring physics???
Viza.
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I'd like to see more done with the physics of the game. Different ball weights. Elastic of grapple. I like this game. I could learn to love.
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Great game concept..., graphix need a tiny bit o tweakin...
Next time, make the game worse so i can insult you! jk 4/5
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Thanks for the suggestion RandoPico.
The difficulty settings are there to accomodate for lesser skilled and better players alike, but I may do as you suggested to create more incentive to try out the other difficulties.
Viza.
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@Dolphin: Hey, thanks for your kind words. It's good to hear that everyone would like the concept to be pushed further into a fully fledged game, so that confirms that I'd have enough support for a sequal to not be a flop :P
@Karboon: Hmmm.. I also hate the instructions page, and it was something that got the least attention out of the rest of the game. Unfortuanetly, I don't have thta much spare time atm, but I'll do my best to get some instructions with gfx.
Thanks everyone!
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Really good game, i loved it :)
But...can you make more graphics in the instructions page? :P
Some animations showing how to play and not the texts :O
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The graphics are very simple and clear-cut, sort of like half-vector graphics. It's a very cool and original concept for a game. Expand, and it reaches awesomeness. =D
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@koko: Apart from the Kong high score system, the game itself was designed to save personal high scores locally only while the game is running (so it doesn’t save a cookie to your computer to get data from a previous game). When I look at Kongs high score system code again, I’ll change that so it uses their database instead. ;)
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@szaloony: Are you referring to that shooting game with worms named Liero, or something else. If you are, then that’s actually where I first got the idea of doing a grappling hook kind of game. I loved swinging around madly, and so I wanted to make a game using that concept. Never heard of ‘ropejutsu’, perhaps I should check it out. The limit of only 1 grappling hook is in place not because the game couldn’t support more than 1 hook, but rather because just imagine how frustrating it would be to control more than 1 hook in such a fast paced game as this. The suggestion has been given to me in the past though, so if you could think of a nice way for the users to simultaneously control 2 ropes don’t hesitate to tell me! .. As for the cplour suggestion, I’ll think about that one. I was going for a neon kinda feel (hence, the glows). And yes, goals are on my to-do-list if I ever make a sequal. Thanks!
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@StereoSonico: HAHA. Yeah, the “congratulatory” message is something that people either love or hate. Some people think it just adds salt to the wound of dying & its confusing, others think that it’s a nice way to finish a mini-game.
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@DJStatika: Thanks.
@Soloagino: Yep, it’s VERY difficult on the ‘hard’ mode :)
@Draco18s: Yes, sometimes being greedy and going for the power-up will be unrewarding, but I think that just adds to the strategy of the game. You’ll notice that power-ups are much easier to obtain if you ignore them until they’re within the center or travelling towards you’re general direction.
@StereoSonico: HAHA. Yeah, the “congratulatory” message is something that people either love or hate. Some people think it just adds salt to the wound of dying & its confusing, others think that it’s a nice way to finish a mini-game.
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I would love if there was a possibility to fire up more than one string. It reminds me "ropejutsu" playing Liero when i was so young ;) Nice game anyway althought not nice enough for a five. Also it's true it became boring in time. I think bonuses its not enough to make it really attractive. Maybe more goals? I would like also some brighter colors, i think these doesn't fit. Maybe it's not the colors, all this dark aura doesn't fit ;)
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This is an interesting game, but I find it annoying that seemingly everytime I get a life-up power up I immediately slam into a wall. And not everytime from zipping from the far side of the feild. It's not a problem with coding, just with the feasibility of getting powerups.
Also, powerups disapear when you level up, making it even harder to get them. I know death is inevitable, but come on.
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@JKhiLOL: HAHA, it's funny that you say those things, because it's EXACTLY how i feel. I normally don't play these types of mini-games, and would love for this game to expand into a bigger scope with a storyline (which is being planned as we speak for Bounce 2)
@Juze: Cheers! :D
Viza.
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@DarkDonkey: Thank you very much! This is something that will likely be in the sequal, as that is planned to be a bigger game in scope (has a storyline, rather then just being a minigame). Good idea, though. :)
@Jonathan: Lol, thanks.
Keep the great comments coming!
Viza.
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pretty cool,but you need to add more things to do,aka-enemies that you hav to grapple 3times to kill and stuff like that
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Horrible game. Conservation of momentum means nothing here. Also, you apparently have enough mass to deviate a ball when you run into it, but grappling it (pulling yourself towards it) does nothing. Really, just terrible...
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It really isn't as bad as everyone makes it out to be. I don't think clicking should toggle the grappling hook and black holes spawning under you isn't fun at all, but besides that it isn't too bad.
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wat. I've never played a game this bad, and unintuitive. I mean, should you not be able to let go of the balls by unclicking??