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Punky Monkey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #96 | 3.683 | 3.683 |
Overall | #120 | 3.646 | 3.646 |
Fun | #150 | 3.634 | 3.634 |
Innovation | #171 | 3.463 | 3.463 |
Graphics | #177 | 3.902 | 3.902 |
Game Design | #198 | 3.561 | 3.561 |
Theme | #202 | 3.634 | 3.634 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A calm pug unleashes a storm after being punked too many times by a monkey.
Did you write all the code and made all the assets from scratch?
No, we didn't make it all from scratch. We used Adventure Creator on one of the scenes. We used art assets, but we customized most of them. We used a music asset on the "Calm" scene and custom music on the "Storm" scene.
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Comments
For some feedback the first level was pretty good the only thing is that putting outline on both the stairs and the metal bar ment that it was way to hard to find it. For the second level I would love some changes like player flashing red to know when I'm hit and definitivly some hit sfx for the boss and the player. Also a hold to shoot would work better as clicking, aiming and dodging is way to much stuff to have on your head. Also a dash or an actuall dodge with I frames would be great as it's extreamly hard not to get hit close to the end where fireballs cutoff any way to get through the bullets.
Really cute and funny game, the game was overall pretty polished and was pretty fun too, great job :D
This was one of the most polished games I played :) I reviewed it on my stream:
Thank you for playing and for your stream! +1 youtube subscriber for you =) Also rated your game =)
Thanks for subscribing, I really appreciate it! Keep up the great work :)
Gorgeous art and great music supporting it. Really loved the game. A really calm phase with silly pranks and the fight was intense. Would have liked is the boss level was a bit easier since the bullets were slow and didnt get any upgrade while the boss was going through the phases. Also had to look at the ground to dodge the attacks. Got a bit hectic at the end.
A really good submission and I really enjoyed it.. :D
Kudos!!
Thank you for the feedback =) We definitely need to change and balance the boss fight..
Gosh, that was suprising and intence! I really like it.
First stage is gorgeous. Lovely art and animations, simple but delivering sounds and music. Nicely made puzzles which allows to think but not hard enough. In this part I only want to mention about metal bar visibility as it looks like part of the stairs and I didn't notice it at all. Those prank animations are very enjoying! And the moment dog because angry - oh boy.
Second stage was surprising! Once it started I thought it might be not a good idea to mix puzzle with side-scrolling shooter mechanic. I'm still think it's debatable as it's messing with player's expectation and sometimes it's too much. Like, if I would like to play puzzle, I will be bored with side-scrolling elements. But Nier Automata exists and plenty of other games, so it's debatable, as I said.
Returning to the second stage. It starts slowly, so I thought it would be a passable stage. But once dog started to shoot lasers from eyes I was very into it. In the end there was chaos and I enjoyed it. I think second stage needs more polish than first stage. So there would be more feedback:
- First run I was just running left and right . Because of dog movement I thought what I can move only horizontally. Second try I tried to jump and was suprised I can move in all directions
- Ambigious character collision block. Usually in bullet-hell games player has very tiny collider. If you make it the same as player sprite it would feel... wrong. It might counter intuitive but it's the same as "coyote jump". This "collider" usually pretty visible and somewhere near the center of sprite so player starts to recognize which part of himself he needs to save from bullets.
- Because of some angles enemy can shoot and bullets can fly it looks like there is no way but just go through bullets, sometimes. That's usually what developer would like to avoid. Redicing collision also can help with it to allow player depend on his skill and not be soft locked by situation
- Auto shoot while mouse button is pressed. Press to shoot each time is enjoyable for big "badabum" and impactful things. But for regular shooing - it's annoing.
- Increase bullet speed. The first urge for a player to put a mouse over enemy and shoot. With current bullet speed you need to "guess" position of enemy and shoot where enemy will be. It might work in some games but here player need a lot of attention to the ground, so extra attention for enemy velocity and future position seems a little bit off.
- If incresing bullet speed is not an option or to provide something extra, it might be helpful to change enemy movement pattern to "stop - shoot - move - repeat" so player can avoid moving cursor left and right and just make a lot of damage to enemy while he is standing..
Heh... That was much... I really enjoyed the game.
You have my 5/5 on each category (not many games have), so count that when you'll read my feedback :)
Oh wow! Thank you for the awesome feedback!
There are definitely a lot of things that need to be improved.
The contrast of the genres of level 1 and level 2 is intentional due to the theme of this jam. Just wanted to accent the "calm", and the "storm" part =)
About the second stage..
- The movement: We thought it would be more obvious for people that you can move the monkey the same way you did in the previous stage: on the whole "floor" area.
- The collider matches the body of the monkey. I agree, sometimes there is no way to avoid the bullets.. But the player can notice that regular bullets do much less damage than lasers and explosions. So if there is an option to get hit by a regular bullet, but avoid lasers and explosions - that would be the right choice, so you can survive longer and "calm down" the dog. Maybe one of the options would be to increase the angle between the bullets in bursts...
- Auto shooting while the mouse button is pressed - agreed 100%, don't have any excuses XD
- Increasing the bullet speed. We were afraid that this stage would be too easy for players (which would make this little game too boring). So "calculating" the trajectory of the bullets was intentional. Now you have to be focused on the gound while shooting a little ahead of the dog.
Thank you for your feedback!
A lot of what I said sounded like "It's not a bug, it's a feature" XD But the truth is.. We like to experiment, and really appreciate feedback like this!
Really liked the pranking part of the game, and wasn't expecting the 2nd part at all. Great work! Congrats and good luck!
Very Cool!
I love it! One of my favorites so far! You totaly nailed the animation and the overall feeling!
Great game! Did not see the boss fight coming haha. Really cute little point and click adventure followed by a high impact second half, great contrast. Good job!
Amazing game! Loved it! Graphics were great. Cool concept. Great job :D
It is a fun game to play with, I like how the game goes when interacting with stuffs.
Cute game of mischief with a crazy boss fight. The cutscenes helped tell the story well. I liked seeing the reactions for my actions. I needed help for the bar, but the rest I figured out. I think the clues were good all around. I had a good time setting up the pranks. Good looking game too. Calm/storm music set the tone nicely.