Seems I can just walk off into the air above the moles and hold a key to hit them.. player is too slow to get them when they climb up an alternate platform.
I definitely didn't expect this kindof idea given the theme, so good innovationg in my opinion! The only thing that really caught me off guard was that I had no idea the moles would go so much faster vertically. Otherwise I like it!
It's an interesting way to sitck with the theme of loops, it feels satisfying to smash those creatures, maybe having a deadline by losing if you miss too many of them would add another layer to the gameplay.
I liked the particle explosions too! Wish I could reach those speedy vertical moles a little easier, and maybe have them disappear once we can't reach them? All around cool idea though.
The gameplay was more engaging than I expected. The pace is a bit oldschool-ish which is a good thing. I kinda had that vibe of playing some arcade game from 1982 :)
As usual, I like your take on the theme :smile: I especially enjoyed the mole faces and the splattery mole death animation. I think when a mole escapes, the player should lose life points or something, that way the highscore could be more meaningful.
I really liked the particle effect when you smack one of them. Maybe some gravity for the player if you walk off the platform and fall off? Some sound effects for the smack part would have been nice too. Good job otherwise!
@morpheuszero sorry about not providing sounds. I have it implemented in the game, but it doesnt work in emscripten/webgl build because of some sharedarraybuffer issues, basically it crashes on sound playing code because of that issue. pthreads support requires sharedarraybuffer, but that doesnt work with sdl mixer. so it's a compability problem between two separate pieces of the code
This is pretty creative, I like the idea of seeing the internals of the whack a mole machine. Took a few minutes to figure out what was going on, but after I understood the machine it was pretty fun.
That wasn't what I epxected when I saw the word "Whack a mole". Really enjoyed the particle FX, super satisfying to explode the moles. They were pretty quick though, and the guy wasn't always able to reach them in time. Fun concept.
Nice interpretation of the theme. Some kind of winning/losing mechanism would add more to it (for example time limit or if too many moles escape). I'd suggest also to prevent the player to move off screen and to the mole wheel if that is not the intention. Awesome particle effects!
I have to say, despite its basic premise and simple graphics, it is weirdly fun to play. I enjoyed playing it for a while, even though the moles spawned too slowly for me. It is frustrating to wait for a mole to come in and do nothing for a while.
The concept has potential to be a fun one-touch game. It is slightly frustrating that moles can get by due to timing and the player has no way to stop them. As others mentioned the vertical speed on the moles increases the challenge of being able to stop multiple moles within a moments of each other nearly impossible.
Always cool to see a custom engine! Cute little moles, remind me of the coal creatures in Spirited Away. 👀 Was a bit hard to whack 'em sometimes when more than one charged at the same time, but a good challenge to try and manage them 😅 Cover art is a nice touch!
nice game, i think you should work more on the graphic side maybe pixelate it and you should make the first mole come a bit faster other than that it's a nice one.
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It definetly had a giant loop tho!
I didn't quite understand how the game ends ... = /