Level up! But you only get one upgrade :) Explore this sizable 2d world with your pet. Solve interesting puzzles. Collect all the stars you can!
Comments118
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westonrh16 Dec 2013, 01:22
Really enjoy your game. Kitteh is by far my favorite part. I enjoy having the companion by my side as I try to get all the stars. And your joke with the mouse companion. Pretty funny.
What did the doge do? Overall a very enjoyable platformer and certainly one of the games I have spent the most time so far. Many different mechanics which you get to pick.
I was having fun, then got a little frustrated - probably do to my poor choices, haha. Art style was interesting, a few spots the plain background made it hard to judge how fast/far the moving platform was moving. Good entry.
Cool - every time I chose a power, I wondered what the other ones would be. Particularly for more limiting choices like wall jumps - it would be cool to see how to get through the level in a different way.
The controls felt floating to me, and I had a hard time telling when I could safely fall down, and when I would be falling into oblivion.
I love the general feeling of the game, like I'm in a meme-ified hand-drawn mario. The different upgrades are well-implemented too, though anyone who picks something other than kitteh needs their head examined.
I actually really liked this. It would have been cool to incorporate even more "you only get one"s but even the jump itself was a cool idea.
On a side note: you asked if I could port my game for Mac, but I don't think it's very simple to do in GameMaker without actually owning a Mac. Sorry! I think there is some software to let you run .exe's on a Mac, but it may not be worth it haha.
Yea, I actually had a few more ideas for "you only get one's" but I just ran out of time and the game became pretty hard to balance as it was :p.
Awh sadface. Yes it has become abundantly clear that I'll need to install / configure wine (so I can run .exes) on a mac so I can rate all of these cool games!
I love the art style! Comes together with the humor really well, and I liked getting to choose mechanics. I'm sure open crates was better, but who can say no to "more gravestones"?
Love the hand drawn style, interesting set up, some smart design. Given a choice who isn't going to pick a doge, such loyalty, much platforming, very game design, wow.
Great game with some great mechanics! I tried all the pets and definitely kitty is the best :) Wall jump was my favorite jump skill! Definitely has a mario vibe with collecting the stars!
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Thom.Probus16 Dec 2013, 16:03
Great game, nice "homey" feel to it reminds me of old skool video games from my boyhood. Like the fact that it offers multiple levels to challenge the more experienced user. Not something I'd get tired of quickly like my old Atari
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QmA16 Dec 2013, 16:04
This was quiet fun. The pet companion was a nice touch. The art work is nice, simple and clean. Loved it!
The only improvement I would suggest is some kind of time limit to add some urgency to the game.
Nice puzzles overall, and interesting replay value. I kinda wished the jumps were a bit more "nervous"; right now they feel like the character is floating.
Really impressed with the overall complexity! All the choices, and the sizes of the levels where great.
One thing that annoyed me a lot, though, was the controls, and if it hadn't been for that, i would definitely have taken another go to try some of the other mechanics. (It's was to slow. Felt like low gravity, but i weighed a ton).
I really missed some sounds and music... But with all the mechanics i'm surprised you got it done in time :) good work and cool graphics. Solid entry!
I liked the game, I had some fun and I appreciate the level design, it was pretty good. The jumping control on other hand, doesn't feel very nice, especially when double jumping. Btw, I loled at the mouse sprite.
Yay, it works in Firefox too! The graphic style was great. Funny thing is, I only found this game because it has nearly the same name as mine (CHOOSE W1SELY).
No clue what the pets did, but I liked the concept of only getting one ability from each of the selections. Made the gameplay very unique and gives reason for replayability. =)
@MarekkPie - that was definitely a challenge and was probably the most challenging part of this dare. It was very helpful to have a few playtesters at my disposal that identified bugs / make suggestions / identify parts of the level that made you get stuck with certain upgrade combinations.
I like the choice to try and make it all look like a line drawing. The paper background is a nice touch. When I chose double jump I found that it didn't work. So I could not play level 3.
@doctorscientist, hmmm strange, I think something the double jump mechanic where your second jump's power is increased the closer you are to the peak of your jump was confusing for some people and that's probably what happened : /
@Sean Noonan Yea I didn't have enough time to implement all of the power ups I'd like >.< haha, so it was every other level (and the intermediate levels were designed to teach you the skill you just learned
This is a pretty solid little platformer, all things considered, and I like that you've interpreted the theme to revolve around character customization.
nice idea of progressing the levels with single choice of new skills, and I like the companion choice. I had to say it; doge, such companion, much determination, wow!
Very well polished, really fitting choice of graphics (hilarious btw, mouse hahaha!) and the amount of content is great. It's brilliant the way you've integrated the theme with the replayability of the game, great implementation!
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bernard199817 Dec 2013, 08:34
I know I'm going against almost everyone here but the only thing I didn't enjoy about the game was looking at it. I think there could have been a little more effort with character and pet. I like the steady, slow pace of the game. A lot of content for a game made in 72 hours. Great job :)
Great game and level design. Loved that all the different options giving you complete different ways to solve the level. I liked the Doge best. But I lost him at one point.
I love the drawing style graphics, really nice aesthetic. I probably spent longer playing this than anything else today - its very involved (double jump ftw).
Aha! I almost gave up on the last level because it was so big, but I powered through in the end!
Nicely done! I especially like the take on the theme and how it leads to multiple playthroughs. It's been said before but I felt like the controls were a tad too slow and floaty. I really like the whiteboard approach to graphics. It'd be neat if you could get everything in that style (I'm thinking of the level and star count).
Ah yes, the original plan was to make a font using one of those font sheets you print out and scan and draw the letters / symbols with a similar style but, sadly, I ran out of time :p.
Just due to the nature of choosing different upgrades a TON of my time was spent on level design (which I'm pretty newb at to begin with) and tweaking each little thing so that you can complete every level with any combination of skills!
Last ludum dare I think I got stuck on some silly issues (like spending too much time tweaking things that didn't matter) and I fixed that this go-round. But next time I think I need to do some more things outside the 48 hours (like art). And design simpler (but still fun!) levels so that it doesn't take so long to adjust them.
I really appreciate all the feedback and support ^_^
Interesting. I really liked how you could get a pet very early in the game to travel with you. The game could have used some audio to go along with the nice graphical style.
I see that my choices allow me to pick certain stars and not the others, but I do not see any finality in this game. Otherwise quite pleasant and smooth.
I really liked the idea of choosing your upgrades (and pet (much wow)). I also enjoyed that you could start again while keeping the stars that you'd found, which meant you could collect all of them eventually. My main complaint is that the movement felt rather slow and floaty, which made it frustrating to play at times.
Probably the best use of a theme I didn't much appreciate. The controls were really smooth and kitteh a reliable companion even if it went astray at times. Kittehns tend to do that though I suppose.
I'm going to throw in with the rest here and say: this is a solid game. The controls of the wall jump were cool: reminiscent of super metroid. I chose un kitteh (d'uh).
Liked the visuals but really loved the 1 powerup mechanic. Choosing what you wanted was interesting and frequent enough to make me want to replay this game someday. The jumping was too floaty, though, and should work on that gravity, but this was a great game. Good job.
Doge! Would be funnier, if you had included the original graphic :D anyway, I saw this in another game, where you have to choose an ability once a while and I think, this is a neat concept. Unfortunately, I didn't get over this big gap where you have to push a button before. What am I missing?
I enjoyed the pets although I didn't quite see the gameplay reason for them; on the other hand I only played the first 7 levels. You could definitely add more content and turn this into a pretty good mobile game.
Great game, quite original, I had fun! My doge fell off a few times, so I've rather decided to commit a suicide than face the rest of the levels alone.
The idea of just having one power up, I've seen a few times before, but for me this is one of the best implementations. It really mattered what you chose. At first I wondered how on earth you would make it possible to get all stars no matter what choices you made, but at some point I concluded that it some were just not possible.
Still a lot of content and I really like the hand drawn graphics (not sure if they were, but they looked that way). If you plan to continue with this I would suggest you make the interface (buttons etc) in the same style. Very nice.
Comments118
The controls felt floating to me, and I had a hard time telling when I could safely fall down, and when I would be falling into oblivion.
I just love the style!
On a side note: you asked if I could port my game for Mac, but I don't think it's very simple to do in GameMaker without actually owning a Mac. Sorry! I think there is some software to let you run .exe's on a Mac, but it may not be worth it haha.
Awh sadface. Yes it has become abundantly clear that I'll need to install / configure wine (so I can run .exes) on a mac so I can rate all of these cool games!
Good platformer, one of the better ones I've played today.
The only improvement I would suggest is some kind of time limit to add some urgency to the game.
One thing that annoyed me a lot, though, was the controls, and if it hadn't been for that, i would definitely have taken another go to try some of the other mechanics. (It's was to slow. Felt like low gravity, but i weighed a ton).
I really missed some sounds and music... But with all the mechanics i'm surprised you got it done in time :) good work and cool graphics. Solid entry!
My jump mechanics I will definitely polish next time. Thank you all for the amazing feedback!
Btw, I loled at the mouse sprite.
Funny thing is, I only found this game because it has nearly the same name as mine (CHOOSE W1SELY).
Yay, the design skills of yours are way better than mine, such huge levels!! Wonderful game, thanks for the fun!
Playtesters are so clutch!
@Sean Noonan
Yea I didn't have enough time to implement all of the power ups I'd like >.< haha, so it was every other level (and the intermediate levels were designed to teach you the skill you just learned
@ryann
@MadcoreTom
The movement is definitely something I will improve upon next time! I really appreciate this kind of feedback ^_^
I like how you used the theme, It makes perfect sense and yet I didn´t think of it.
Nicely done! I especially like the take on the theme and how it leads to multiple playthroughs. It's been said before but I felt like the controls were a tad too slow and floaty. I really like the whiteboard approach to graphics. It'd be neat if you could get everything in that style (I'm thinking of the level and star count).
Just due to the nature of choosing different upgrades a TON of my time was spent on level design (which I'm pretty newb at to begin with) and tweaking each little thing so that you can complete every level with any combination of skills!
Last ludum dare I think I got stuck on some silly issues (like spending too much time tweaking things that didn't matter) and I fixed that this go-round. But next time I think I need to do some more things outside the 48 hours (like art). And design simpler (but still fun!) levels so that it doesn't take so long to adjust them.
I really appreciate all the feedback and support ^_^
Superb job!
Overall it's very neat and really good use of the mechanic! If I had to complain about anything, that'd be the jump speed.
At first I wondered how on earth you would make it possible to get all stars no matter what choices you made, but at some point I concluded that it some were just not possible.
Still a lot of content and I really like the hand drawn graphics (not sure if they were, but they looked that way).
If you plan to continue with this I would suggest you make the interface (buttons etc) in the same style. Very nice.