The long awaited sequel to Badger Break In! Benjamin and Golden eye have just escaped the dreaded caves of the Beetle Queen, securing the highly sought after Grand Comb. But there are others on the path who take their share of the precious cargo. Secure as much of the comb as possible, escape to your employer, and deliver the package!!!! Screen.png
Alright so the licking honey combs to launch yourself feels PHENOMENAL. There was one bit towards the end where there are a couple rows of honey combs in sequence and it felt so good launching yourself through them. I would have loved to see that mechanic a bit more frequently in the levels because wherever it was felt great and wherever it wasn't felt a bit lacking.
Great art too, tonnnsss of personality. Props for actually building your tutorial into the game AND adding character to it. The sound design was nice too, I just wish it was mixed a little bit more consistently on the boss. It's such a cool character and the fx sounded pretty solid, they were just super over shadowed by the rest of the mix.
GREAT little game. Be sure to drop reviews for other people so you can get this little gem the attention it deserves! :)
First of all, fun to see a game made in Multimedia Fusion 2 --- I recognize that MFA file extension and thunderbolt icon from anywhere.
I really loved the character design and overall presentation (it's a badger wielding a chameleon as a projectile weapon, what's not to love). The portraits for the beginning and end screens were particularly nice. Many of the animations are very smooth and impressive --- particularly the player character and the boss.
It did sometimes feel like there was a disconnect between the player/enemies and the environment. The enemies that move in paths don't really care about where the obstacles are, for instance, and the player can use their attack through walls (although I accept some of this is difficult to do in MF2 in three days). Some other low hanging fruit might be adding smoke particles and a sound effect when your character lands on the ground (or when collecting a honeycomb), or adding a damage animation to the boss --- even if it's just a single white frame.
I will say the boss fight was my favorite part. The dramatic opening and telegraphed moves made it very satisfying. For the first two levels, it was a little easy to get lost, and some of the sections didn't feel intentional about how they were testing the player. I liked the very first part of the second level because it forced you to do something new with the mobility you probably hadn't done up to that point (chain a lick and a double-jump together to get maximum height).
I drew Benjamin and Golden Eye and added them to the pixel-art cat-ear fan art compilation on my profile page.
Thanks for making this and good luck during the rest of play and rate!
The anime boss battle at the end was a pleasant surprise! I am impressed with how much content you were able to cram into a ludumdare game, when i saw there were multiple levels and a tiny overworld it made me happy!
I do feel however like i got away easy and probably should have died a lot more, but i'm a sucker for punishment lol, so thats just my subjective taste :P
The music was really fun and complemented the game really well. I love the Banjo-Kazooie-esque team up character and that this is just the latest chapter in their story. I got a bit lost in some of the levels, but for starters it's rare to see more than level in a Ludum Dare, and I felt like I could see the time trial potential with some of the honey boosts.
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Great art too, tonnnsss of personality. Props for actually building your tutorial into the game AND adding character to it. The sound design was nice too, I just wish it was mixed a little bit more consistently on the boss. It's such a cool character and the fx sounded pretty solid, they were just super over shadowed by the rest of the mix.
GREAT little game. Be sure to drop reviews for other people so you can get this little gem the attention it deserves! :)
Audio is very janky, its defiantly a weakness of mine.
First of all, fun to see a game made in Multimedia Fusion 2 --- I recognize that MFA file extension and thunderbolt icon from anywhere.
I really loved the character design and overall presentation (it's a badger wielding a chameleon as a projectile weapon, what's not to love). The portraits for the beginning and end screens were particularly nice. Many of the animations are very smooth and impressive --- particularly the player character and the boss.
It did sometimes feel like there was a disconnect between the player/enemies and the environment. The enemies that move in paths don't really care about where the obstacles are, for instance, and the player can use their attack through walls (although I accept some of this is difficult to do in MF2 in three days). Some other low hanging fruit might be adding smoke particles and a sound effect when your character lands on the ground (or when collecting a honeycomb), or adding a damage animation to the boss --- even if it's just a single white frame.
I will say the boss fight was my favorite part. The dramatic opening and telegraphed moves made it very satisfying. For the first two levels, it was a little easy to get lost, and some of the sections didn't feel intentional about how they were testing the player. I liked the very first part of the second level because it forced you to do something new with the mobility you probably hadn't done up to that point (chain a lick and a double-jump together to get maximum height).
I drew Benjamin and Golden Eye and added them to the pixel-art cat-ear fan art compilation on my profile page.
Thanks for making this and good luck during the rest of play and rate!
I do feel however like i got away easy and probably should have died a lot more, but i'm a sucker for punishment lol, so thats just my subjective taste :P
anyways, Great job dude!