No way, music is fine. I left it on the entire time I played.
The fact that you made all of the assets for this yourself makes this even more impressive. Great work!
Wanted to expand on my earlier feedback for Comment Club. :)
Least favorite: Overall, I felt it was quite easy. I didn't really feel like there was any danger of running out of blood. There are a lot of levels that have enough enemies to replenish any missing blood. Spamming the bat button basically ensures nothing can ever hit you, and if you do happen to descend on an enemy they'll die. I'm usually not a fan of time pressure in games, but adding more things that drain your blood as well as limiting the bat ability or adding some risk/reward would probably make it more engaging.
Most favorite: As I said previously it looks so great with such minimal assets. I love 1 bit styles and it's done so well in this game. The shadows look great. The music fits the overall feel of the game so well. The presentation is just well done all around.
Hi again, wanted to expand on my feedback as we were matched on comment club. I also want to stress up front that I know this is your first game and I think you did a phenomenal job. Some of my feedback can be handwaved as "if I had more time". :)
Jetpack Joyride is a great game, so you already had me pumped before I played it. Controls feel good. It's been a long time since I played Jetpack, so I can't remark on how accurate they are to that game. But at no point did I feel like I was out of control or that I died due to something that was not completely my fault.
The enemies are good, but could use a little more tweaking. A little bit of variable aim assist on them would probably go a long way. The rocks made it so that you couldn't just walk along the floor, you actually had to fly over them, but I did find that most of the time I could just press right against the top of the screen, only having to come down for the occasional bird that was all the way at the top of the screen. More enemy types/obstacles would probably solve that and keep things a lot more engaging as well.
I also wanted to ask if you made all of the assets yourself or if you downloaded them. Some free stuff is licensed in a way where you can use it, but you need to credit the author. Other stuff is a more open license that doesn't require credit. And stuff you paid for generally does not require credit. Or if you made it all yourself, excellent job!
All in all, an enjoyable game. MUCH better than my first game.
ps. my Highscore is 55300 now without cheesing the top of screen thing.
It's a unique mechanic, or at least something I haven't seen before.
My initial impression was that it's very difficult to get a feel for. I played all the way through and felt by the end like I might have a decent grip on it, but I played it all the way through again today and there was very little help from muscle memory. I'm not the fastest, so I may not be the target audience for this (although I did enjoy it quite a bit!) but I found the precision needed for some turns and braking was asking a little too much from me. On a third partial playthrough I mapped brake to a button instead of back and I was able to keep flying for much longer, cracking 100k about halfway through the second room.
I also felt the objectives could be larger visually. When flying around I found it difficult to keep track of where I needed to go next without smashing into a wall. Oofoe, the particles, and the lightning arcs were really well done.
The level design was varied enough to keep things interesting the whole time, and after multiple playthroughs. If you plan to continue there may be an opportunity for a modular procedural level system, ie. cut out each section out of each level, allow their colour to be randomly assigned, and then figure out how to make them bolt together seamlessly. I imagine it would be a separate mode, as it would make speedrunning (I believe you mentioned it was one of the focuses of your game) a lot more RNG based.
As I said, I enjoyed it quite a bit, playing through it 2.5 times. It just requires a lot of precision that I do not have the skill to pull off. There's a ton of potential here, though. Keep up the good work.
Ah, I got up to that platform, but I guess I missed the button. My blue light filter was probably on at the time so I couldn't see it.
The flying feels good, and playing with momentum in the way you are is very interesting although I had a hard time with the last level. I was not holding the dpad down after being flung through the barrier, as that didn't instinctually make any sense to me to gain momentum while not in bird form.
Also, I found a way to cheese some levels by just hammering on the a button. you gradually gain altitude just jumping up a little bit at a time. :D
Great game! I believe the physics and how the bombs are generated can combine in such a way to make it possible for extremely long runs. At one point I think I was going so fast the new stuff was generating behind me. And then I just went so fast I reached space. There should be a sun up there that melts his wings if you get that high. :P
Hi all,
I'm setting up a background with multiple parallax scrolling layers, but I need to host the images somewhere. Is there a way to upload images to a project without itch displaying them anywhere? I tried adding .hiddenimg {display: none;} in custom css and then adding the images under a style="hiddenimg" div, but they're still displayed. I could create a new draft project and attach them there, but would prefer to keep the images with the main game page somehow.
Thanks!
might want to tag your game with the "Playdate" tag. https://itch.io/games/newest/tag-playdate