Would it be too late to add two-handed controls? It feels weird to use WS for the right control slide. I would prefer something like DF-JK.
Also, I found out that you can jump while sliding against the wall. I'm not sure if this is intended, but with the correct right control slide setting it became easier to perform certain jumps.
@ghoulean Thank you for the nice feedback! Also, I added arrow key support so that you can use two different hands better. The wall jumping was not intended, but I feel like it adds something to the mix
Nice art and interesting concept. I feel like it would be a bit less frustrating if there was some sort of visible centre line for the middle slider, though.
This is a really cool game! I like your approach with the theme. It's very frustrating but still fun to play, nice job! The sliders could have better contrast with the background to make them more visible.
Great stuff! Don't think I've seen sliders used like this in this type of game, pretty cool. Really fun once you get used to it. I like the hand-drawn graphics as well. The only criticism I have is the transition time which I wish was a lot faster so I can get right into playing more after a death.
I had a lot of fun trying to get a hang of the controls. The hand drawn charcoal style is visually appealing, it reminds me of something like Crayon Physics. I see that wall jumping wasn't intended from your comments above, but I did have fun with it, and I beat a couple levels with some high power jumps moving into and then away from the walls. Nicely polished, well done!
Great game! Really like how you have to time your jumps, and I kept getting greedy, speeding up the bar and ending up wildly jumping around XD Just wondering, how did you do the art? Was it a photoshop filter, or did you draw everything and scan it in. It look really cool!
@slimmerburger Thank you for your positive feedback! About 80% of the art was done hand-drawn and the rest was made using Procreate on my iPad. PFFFT WHO HAS MONEY FOR PHOTOSHOP ANYWAYS?!
Very pretty! I love the art and the sound effects - surprised you opted out of rating on the latter. Gameplay feels good, and the level design is nice though a little unforgiving. Something i don't quite understand: what's the point of the rotation speed meter?
Nice art, simple level design which ramps up as the player gets more familiar with controlling the ball. It's a little bit like playing a sports mini-game with the sliders, gradually gaining knowledge on which parts of the sliders will have the desired effect.
Looking nice, though the sliders are very frustrating to use as I can't for the life of me figure out how the jump direction works. Maybe a visual path indicator would help?
@comfy I see, I suspected as much but I wasn't sure :) With that said, might it not be a good change for the future (if you're thinking that far ahead with this game) to change it to a slider the user controls directly? depending on what your goals are :p
Found your game through twitter. I like the graphics. But i think the middle thingy is moving a little bit too fast when going full power. Anyway, good work! Keep it up!
Great game ! Loved the art and the mood for sure ! It took me a bit of time to understand how to play properly, but eventually I got used to it ! Congrats !
This is like a weird golf game, but has interesting mechanics. This would be fun on mobile platforms. Not easy game; levels are hard to play. I did not get how to move the ball/egg on the game start. Some kind of instructions would be nice. Also the button icons are not specified. I though the grey indicator was a game hazard to not jump to in. Green button would be good to affect only the speed of the angle indicator when pressing. This game and the mechanics has still lots of potential.
I had some trouble with the controls, UI labels would have helped - or maybe a short path indicator? I spent a fair chunk of time on the first level experimenting until I had it down but I enjoyed doing it ^^.
A very fun and fairly intuitive game, the hand drawn art style is amazing, and the music and atmosphere really add to the experience of the game. Well done!
Cute game! I love the sketch-y art style and the gameplay concept is fun! I feel like I never fully got the point of rotation speed though, it seemed like the two important meters were the jump force and direction. It also seemed like it would've been more intuitive to make the jump force up and down since it's controlling up and down movement. Additionally those controls could be clearer if the meter that's controlled by the up and down keys was vertical. I also feel like the reset time when you die might be a little too long. For a game like this, when I die, I usually want to get back into it as quick as possible so the reset time can become an unnecessary frustration. But overall, this game is a unique mix of a platformer and a catapult game that looks gorgeous. Nice work!
It took me some time to understand that the green dial was controlling the speed of the angle dial, and not the actual angle, but once I got the hang of it I had no problem controlling the ball.
Maybe you could show the launch angle with an arrow near the ball on the first level, as a sort of a tutorial.
I had fun with this one. It took a few (or more) failed attempts, but the mechanics and gameplay were solid. I'm glad I persisted, because it's a great little game. And the fact that it was done strictly during the compo (something I failed to do because my idea turned out to be too big) makes it that much better. Great job!
The graphics and physics of the game are really nice. The control scheme is really confusing and it doesn't help that none of the sliders are labeled. I personally would have made it so that the player just controls the angle and jump power, rather than the oscillating launch angle slider as it makes it too hard to quickly complete the game.
This game is a piece of art. But not everybody understands art. And that's my case, maybe... Well, I did rage-quit it, OK?! But this compo entry is outstanding, well done!
Perfect audio, sounds is very good. Partly match the theme, maybe next time it will be better.. Inovative and good gameplay for me. Average fun game, but maybe next time you will polish the gameplay and it will be better. Average art design, next time will be better. Overall I think this game is good, and I think, next time you will create as good game as this is, or maybe better, so good job.
One last note: I always write down honest review, because everybody need that, not just nice craps with some bullshit, but sometime I will aperceite very good games. So if this review insult you, but use it well :) Anyway every game is counting so :)
The graphics are astonishing, good job with that.I like also the sound design with strange talking voices. Gameplay is pretty fun (even if I wasn't good enough to beat it) Overall, good work!
It's certainly unique compared to the other games I've played so far- the art style definitely helps make it stand out :). It was a bit tricky to get the hang of the controls, but it's a cool/fun experience overall- nice job!
Very nice game overall! My kid loved it. It's a unique puzzle platformer and the drawings are very good. I never got to understand what the green slider actually does, we reached the final level without ever using it. Congrats
The visuals and sounds on this are incredible! And the mechanics are simple yet unique, a really nice combo to strike in a jam! It took me a while to figure out how exactly everything was working, but when I did I was having a blast!
I really liked it, it was a perfect mix of hard but fair gameplay. I feel like the restart could've been a bit quicker and maybe even have a restart button for whenever the player feels like it really isn't going to work out. The visuals are really good!
I think this games strongest point is its unique shaded art style. The thing I do have some questions about is the current implementation of sliders. In all golf related games the direction is very precise, whilst the power slider is a timed one. In your game you have reversed this with a very precise power, but a timed direction slider. Furthermore I feel the added ability to increase/decrease the speed of the slider a bit wasteful. Generally speaking you want to set it on the speed you are most comfortable with and never touch it again. Maybe set yourself in a best position, or give players an incentive of making it harder and more chaotic, at the cost of being less precise.
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Also, I found out that you can jump while sliding against the wall. I'm not sure if this is intended, but with the correct right control slide setting it became easier to perform certain jumps.
With that said, might it not be a good change for the future (if you're thinking that far ahead with this game) to change it to a slider the user controls directly? depending on what your goals are :p
It took me a bit of time to understand how to play properly, but eventually I got used to it ! Congrats !
Good job!
I had some trouble with the controls, UI labels would have helped - or maybe a short path indicator? I spent a fair chunk of time on the first level experimenting until I had it down but I enjoyed doing it ^^.
It took me some time to understand that the green dial was controlling the speed of the angle dial, and not the actual angle, but once I got the hang of it I had no problem controlling the ball.
Maybe you could show the launch angle with an arrow near the ball on the first level, as a sort of a tutorial.
Accidentally broke it by jumped relatively speedy to the left :rofl:
:purple_heart: :dart: :frog:
Update: I do like the gfx
One last note: I always write down honest review, because everybody need that, not just nice craps with some bullshit, but sometime I will aperceite very good games. So if this review insult you, but use it well :) Anyway every game is counting so :)
Gameplay is pretty fun (even if I wasn't good enough to beat it)
Overall, good work!
Awesome game, well done!
Looks excellent, and the slider control is really quite interesting, if difficult to pick up quickly.