Very fun! The art is INCREDIBLE!
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Going Bananas!'s itch.io pageHow does your game fit the theme?
Perfectly
Did your team create the vast majority of the art during the 4 days?
Did your team create the vast majority of the music during the 4 days?
oug?
MONKE. TOGETHER. STRONK.
Comments
Love the artstyle, the arcade aesthetic is great. However, the controls were extraordinarily difficult to use - having rotation is a neat idea, but it didnt feel very useful, even when i had the flag of valor it was too slow to do a flip, and trying to shoot the enemy always seemed like the better strategy. Also, some obstacles felt impossible to avoid - the spikes on a timed cycle were impossible if you were unlucky with your initial interaction, since it was easy to get stuck because of the weird jump + rotation interactions, and being too slow to get out of the way before the next ones. Having a skip upgrade button would have been greatly appreciated, since if i rolled into 3 weapons while i had one i liked more / thought was better, the game forced me to take a new one. The idea is great though, well done making it in time!
OUG OUG OUG! ROCKET LAUNCHER! IM GOING INSANE PLAYING THIS! (Monke will love this.) I love the art so much. Well done getting items/powerups made in 3 days as well as a whole map Amazing!
controlling the monkey's movement was definitely a struggle, and it felt like that was part of the point but i was so bad at it that it was getting in the way of experiencing more of the game. and the game looks brilliant, i love the pixel art and lively sprite animations and how you've got almost everything to look super cohesive together. i just really wanted to play more of the game and i sucked so bad at the controls that i couldn't :(
left and right being mapped to W and S was, too trippy. i don't think direction feels intuitive like that. i saw the controls had happy wheels inspiration but it seems that there W and S are accelerate and decelerate (doesn't turn the bike to face the other direction) and that it would've made more sense if you'd done it like that i think. i did also figure out on accident that the left and right keys were also binded and they also moved left and right, so i tried using those alongside the A and D to tilt. this was easier, but the tilt was still so hard to get a grasp on. i feel that the first few jumps in the jungle interior should have been made possible without the need for tilt, and then easing into the need for tilt a bit later. it was just so easy to quit the game too early when i really wanted to see more of it....
on top of that, even more key inputs with E to interact, shift to break and mouse click to attack? if i'm already double handing with the arrow keys then that extra mouse input is, not convenient. even if i wasn't already compromised though it'd just feel right to also have such an important mechanic available on the keyboard like the rest, since i can't be the only one who gets comfortable not touching the mouse for 2d movement games like this (this also applies to the ui) i also think there should be a little indicator for E to interact to appear over the first few chests when you go near them, that'll help remind the player as they get used to it i think. because i was just terrible at remembering all these keys.
i did play the tutorial and found the progression of mechanics a lot nicer there but maaaaybe the tutorial could stand out a bit more on the start menu by looking like a subtitle or something so i'd actually see it the first time, maybe. i guess that depends on how you'd like the players to experience that though. still never got the hang of break though.
oh yeah i couldn't get very far so this might've changed further in but the cycling theme seemed to start and end with the player character's movement. maybe it would've come through in some of the chest items? but from what i'd seen it did just kinda seem like, monkey jungle adventure but it's on a bike.
would have liked to play more of the game but i wasn't strong enough, it was just too frustrating to move. visual style looks fantastic, rogue-like card gameplay from what i'd seen looked interesting but again, could hardly get very far with the movement.
Thank you >< You feedback is extremely informative and many great ideas. We will try to tinker more with the controls and create better and more intuitive controls that are more understandable and easier to manage. We will also seek to make the levels difficulty more managable. Hopefully we can release a new version of this game in the near future. Thank you again for the feedback and for playing the game :D
I spent more time on my ass than I did playing the game, but that might just be a skill issue.
Regardless, I still spent over an hour on this cause the premise of "MONKEY WITH A GUN!!!" is too fun and stupid to pass up. The farthest I've gone is after the bird section. If the bike could just jump a liiiittle bit higher, I'd crush this game cause it's so fun and unique to play!
Great job to the team! 💝👍🏽

I love the style, had some trouble with the controls, but I loved the overall idea of this game. The vibe of the jungle is very well made and shows even in the interior!
Love the pixel art of your game! As for the game, controlling the bike was probably the toughest part of the game, especially climbing up stairs, but I like the map design and all the different enemies I came across.
+1 for the tutorial! Really like the art on this one, and the implementation of bike physics for a platformer game like this was fun, if a little finicky at times! Nice one!
I LOVED this game! Thank you for including a tutorial (I don't know how you had time to do that).
Visually and idea-wize an excellent game, but as some have mentioned, the controls are hard to get used to (if one is not experienced in the type of game i guess) I kept pressing s to go right and ended up not facing the enemy and unable to kill them - rockets hurt apparently XD
Loved the art style, and sound work. I must have missed something in the tutorial because I couldn't figure out the offense abilities until I pressed everything. The weapon card in the tutorial chest isn't selected by default, so it looks like it wasn't working - have to click the card, then click confirm (even if its only 1 option).
After that, it was just a case of exploration (tehee), and doing sick flips and tricks (:D).
Great work!
The controls are a bit funky, but the art is really good, and i love the upgrade system.
I found the controls for keyboard to be really frustrating. Hold W to move forward S to go back then you have to hold space and D to jump to the next ledge. Platformers are already challenging so this made it that much more difficult for me to play.
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