Harder than it looks. I misplaced my checkpoint beneath the hole in the bridge which kind of ruined my run since the bridge jump is actually pretty difficult
Wow what a great twist on precision platformers. I died 71 times before I decided that I really suck at this genre, but playing was insanely fun. I liked bouncing around trying to not die and what I played of the level (right after the cactus) was designed nicely. The few slights I have are that the main menu is hard to read, the death sound was really loud, the tombstones are a bit big, and at first it was hard to tell what was going on. But once I got the hang of it it turned out really fun and I will be playing more. Look forward to seeing this game develop.
once i discovered i could make my guy do a flip, i stopped trying to beat the game and started doing a self-imposed challenge where i'd see how many consecutive flips he could do without dying. i had a lot more fun this way, but i'm not that great at video games
I didn't understand the opening. You are greeted with a strange name enter screen (or something?) that isn't implemented yet, and have to click around randomly to get to the actual game. I think this should have been removed for the demo. This starts an intro sequence that does not really act as a tutorial as you would expect it to. You have to jump into a wall that actually has a door in it that you can't see in any way.
When the game actually started I got immediately frustrated. I get that this is probably the point, as the game is clearly built to be a rage platformer such as getting over it, but I think the difficulty hit too hard too fast. You are immediately tasked with hitting a relatively small button to open a door and I quickly gave up after this section.
The level design should ease you into the bouncing mechanics. The player's turning also needs fine tuning, you should always feel like you are completely in control. Turning a little too hard and face planting on the floor feels bad.
Overall the graphics are fine, but there's some serious mixels and rixels. Zooming into the characters during text boxes looks weird as does zooming out. The player character does not scale or rotate well, I would focus on improving how the player sprite looks when it's manipulated in this way.
With a name like Pogo Girlfriend I have to play it. The sprites are epic in a sort of memey way, this is a pretty fun Getting Over It kind of game. I feel like the part where you have to use the bathroom is rather unnecessary, the game should start with the main character seeing the rocket take away his girlfriend as the opening doesn't have anything necessary in it and you have to deal with some janky cutscenes and room transitions. The only thing I wish this game had was the ability to change the strength of hops you can do. It would also be really cool if you can collect currency for a store where you buy upgrades or aesthetic changes for the character as a little extra incentive to do completely counterintuitive things. Where it's at though this is a standout title of GDEX and can only go up from here.
Comments
Wow, I really suck at this, but it's fun as hell!
Harder than it looks. I misplaced my checkpoint beneath the hole in the bridge which kind of ruined my run since the bridge jump is actually pretty difficult
I was disappointed the girlfriend was not the pogo.
Wow what a great twist on precision platformers. I died 71 times before I decided that I really suck at this genre, but playing was insanely fun. I liked bouncing around trying to not die and what I played of the level (right after the cactus) was designed nicely. The few slights I have are that the main menu is hard to read, the death sound was really loud, the tombstones are a bit big, and at first it was hard to tell what was going on. But once I got the hang of it it turned out really fun and I will be playing more. Look forward to seeing this game develop.
once i discovered i could make my guy do a flip, i stopped trying to beat the game and started doing a self-imposed challenge where i'd see how many consecutive flips he could do without dying. i had a lot more fun this way, but i'm not that great at video games
I didn't understand the opening. You are greeted with a strange name enter screen (or something?) that isn't implemented yet, and have to click around randomly to get to the actual game. I think this should have been removed for the demo. This starts an intro sequence that does not really act as a tutorial as you would expect it to. You have to jump into a wall that actually has a door in it that you can't see in any way.
When the game actually started I got immediately frustrated. I get that this is probably the point, as the game is clearly built to be a rage platformer such as getting over it, but I think the difficulty hit too hard too fast. You are immediately tasked with hitting a relatively small button to open a door and I quickly gave up after this section.
The level design should ease you into the bouncing mechanics. The player's turning also needs fine tuning, you should always feel like you are completely in control. Turning a little too hard and face planting on the floor feels bad.
Overall the graphics are fine, but there's some serious mixels and rixels. Zooming into the characters during text boxes looks weird as does zooming out. The player character does not scale or rotate well, I would focus on improving how the player sprite looks when it's manipulated in this way.
This is good. This could very well go big with frustration streamers.
More content (tombstone cosmetics, more levels/area, pogo/player cosmetics) would be great. Hope to see it next DD!
With a name like Pogo Girlfriend I have to play it. The sprites are epic in a sort of memey way, this is a pretty fun Getting Over It kind of game. I feel like the part where you have to use the bathroom is rather unnecessary, the game should start with the main character seeing the rocket take away his girlfriend as the opening doesn't have anything necessary in it and you have to deal with some janky cutscenes and room transitions. The only thing I wish this game had was the ability to change the strength of hops you can do. It would also be really cool if you can collect currency for a store where you buy upgrades or aesthetic changes for the character as a little extra incentive to do completely counterintuitive things. Where it's at though this is a standout title of GDEX and can only go up from here.