I'm having a lot of trouble getting anywhere. I kept finding myself falling short because of how long the tongue takes to reach its full length, or missing jumps entirely because the aiming system is sort of clunky. I think the control limitations just aren't built for quick aiming as a mechanic - you took the Yoshi's Island route but that's a much slower paced game where you never have to hit anything while moving yourself. The Flash game Give Up Robot is a good example of a similar grappling hook system with only arrows and a button to shoot your line in one direction, if you're interested in seeing other interpretations of the concept.
bunbytes
Creator of
Recent community posts
As much as i like the look of pixel filters I don't really buy it for this. Perhaps you could've made the collectibles, gate, and cat in the ball out of 2D sprites to sell the illusion of it being runnable on Gameboy hardware? Also could do with some more feedback for inputs. Monkey Ball accomplished that by having the controls tilt the world rather than push the ball - a distinction that also subtlely but importantly altered the movement mechanics - but in your case some slight camera tilt or zoom at speed might be helpful.
Very cute story from what I've played (leaving the tab open to come back to) and a great look to it all. Seems slimes accidentally became something of a theme - even outside games where you play as them, Mage Boy and Gravity Boy both have them as your primary enemy.
(PS Ignore my last comment I was on the wrong tab)
I've seen some of the concepts here in Flash games - The Company of Myself and Hello Worlds come to mind - but never integrated so smoothly and all at once. I also adore that transition effect. Little bit frustrating not knowing what's in the next world though, and an onscreen reminder of what power each world gives you would be helpful.
I've seen some of the concepts here in Flash games - The Company of Myself and Hello Worlds come to mind - but never integrated so smoothly and all at once. I also adore that transition effect. Little bit frustrating not knowing what's in the next world though, and an onscreen reminder of what power each world gives you would be helpful.
Pixel-based water simulation, gorgeous palettes, a seemingly surf-rock and power-pop punk inspired soundtrack, this game immediately hits all the right buttons for me. And the slightly choppy framerate, intentional or not, only helped sell the Gameboy feeling. Keep a hold on this concept, there's a lot of potential in it for a full release of some kind.
Is the soundtrack available to listen to on its own anywhere?
Nice art and sound direction. Especially like the palette and its Mario 2-esque use of a dark blue in place of black and shading. I noticed some jumps were a bit more difficult though seemingly because of inconsistent coyote time. Some platforms allowed me a split second of having left the ledge to jump, while others were more strict about only letting me jump from the visible block.