Click-and-drag scrolling doesn't seem to work.
It's a good idea, but altogether sloppily executed.
Click-and-drag scrolling doesn't seem to work.
It's a good idea, but altogether sloppily executed.
Click and touch the edges of the screen.
The other option of just moving your mouse to the edge of the screen doesn't work in Newgrounds arcade system.
It's pretty condescending to say that if this is too hard then we should play something from the current generation. Especially considering that this game is in the current generation.
Oh did you not know? This is a lost gem back from the days of the NES. :P Hehe.
It's just a joke, last NES styled game I made and uploaded here I got a barrage full of reviews saying "too hard" 0 stars. It's just my way of getting back at them.
I really don't think having to repeatedly click a moving object to keep it from falling is a good premise for a game. Cat Astronauts did the same thing, and it's not appealing at all.
I keep trying to beat level 6 and the game keeps glitching. I'll click the triangle and it'll start circling around a focal point while its rotation stays constant, and it'll go off the screen ignoring all barriers.
TheNavigat, I think you misunderstood 2Dozen when he said you have to try to lose. What that means is, the game is so easy that you can't lose unless you try to lose. So you can satisfy both 2Dozen and SalzerX by making the game harder and making it scroll faster. People seem to be agreeing that the game is too easy.
I remember testing the game over and over and never finding such a glitch as ignoring all barriers. Nothing perfect anyway. I hope I'll have the enough time to fix that later.
I didn't try to make the game too hard because I wanted those final 2 levels to be really hard, as "legendary levels" you know. Personally, level 10 was really hard for me, for the first 3 times at least, and I couldn't even stand 10 seconds, although I'm the coder. I didn't think about making it any harder, because that was hard enough for me.
It was a good experience in the end, next time I'll make sure my game is a nightmare :P
If there's a point to this game I'm not sure I get it.
Also, there should be a better bonus for not dying. Only +20%? Avoiding lava on a level with no lava gives you +30%.
Haha, woops! I might have forgotten to not check for laval when there is no lava! I definitely had planned to do that, but the execution part slipped my mind.
On the bowels of hell level where you go on the super high jump and then try to bounce through that hole in the wall, the game glitched when I landed on the next bouncer after I got through the wall. It's like the game was trying to bounce me and kill me at the same time since I must've hit one of the flying guys. Now it's just looping the bouncing and dying animations and it won't take me back to the start of the level. I'm just trapped on this bounce pad forever dying.
ehhhh
Xtra Colorful Vibrating Box
or
X-axis Coordinated Vertical Bender
I beat the game. Will you love me forever now?
yes, yes I will XD
It should autosave. I mean, the save stations kind of give the impression that the game is autosaving. I think I just lost all my progress because I didn't realize I had to save manually.
It should yeah. It's a bit unclear that it doesn't. Lesson learned for future games. If you let me know roughly where you were I could generate a file there for you?
Doesn't look like the picture inspired the gameplay at all. You took some of the visuals from the picture, sure, but then you just made a tired old defense game that would work the same way whether or not you were a gardener on a floating island. This has nothing to do with gardening.
Ah yea but that wasn't the point of the jam. just take it as inspiration in whatever way you want :)
i think it came pretty close
It's much too slow paced, which is a common problem with RPG's. You should be able to skip past fighting animations and stuff.
I see your point. That's something to look into for next time along with all of the other improvements we want to make.
I don't see why this needed Stage3D. It's a fairly basic pixel game. I think Flixel, FlashPunk, or Stencyl could've handled this sort of thing.
My computer doesn't support hardware acceleration so games like this that use Stage3D while thinking they're helping the game run faster just lag all to hell.
By using stage3d I can port this to things such as Ouya in a matter of minutes, and have it run nicely using the GPU. There's a bunch of other reasons, such as liking the library better, and being able to do neat effects not possible with other libraries, but that's the main one. Unfortunately the side effect is that people who lack stage3d supported hardware do suffer, which really does suck, but it's a necessary side effect for the other positive effects.
Nyaarg.
Age 36, Male
I r pogammur :3
USA
Joined on 7/1/09