Kit and the Octopod
- Score:
- rated 4.17 / 5 stars
- Views:
- 181,593 Views
- Share Links:
- Genre:
- Adventure - Other
- jay
- kit
- armstrong
- octopod
Credits & Info
- Uploaded
- Oct 21, 2011 | 4:04 PM EDT
- File Info
- Game
- 5.9 mb
- Daily 2nd Place October 22, 2011
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Author Comments
//EDIT: 24th Oct 2011
I just wanted to say thanks so much for the front page! Believe it or not I first signed up to Newgrounds in 2001 as a very young kid, and ever since then I've wanted to be honoured with this rare privilege - so a very heartfelt thanks to Tom and the whole Newgrounds team!
////
Help your new found friend The Octopod rescue the girl of his dreams from the evil Bad Mood Bear!
Can you collect all 16 medals, rescue all hostages, return every chicken to its nest, defeat all enemies and conquer the Bad Mood Bear?
Directions Keys - Move
Hold up - Wall Run
Tap A - Punch & Kick Attack
Hold A - Wrench Attack
Attack + Up - Hit Upwards (Good for chickens & enemies)
S - Jump
D - Throw Octopod
D + Up - Throw Octopod Upwards
P - Pause
Reviews
Rated 5 / 5 stars November 2, 2011
Rock on!
Was fun, I learned a lot about chicken/wrench dynamics, and that octopods are the most adorable implement of death ever.
I suck at coordination so the controls were tough to master, but rewarding.
Art, music, all good :D
Rated 3.5 / 5 stars November 1, 2011
glitch
well it is a very good game with hard to deal glitches but keep up the good work
Rated 5 / 5 stars November 1, 2011
Yes
Yes finish it and the funny part is the 2 commander throw octopod while the commander is at the back of the front commander and he'll keep passing the the commander
Rated 4 / 5 stars October 31, 2011
Glitch?
There is a glitch in this game when you're fighting two huge guys who throw the chainsaws into the ground if you throw the octopus it dissapears. It's annoying... -.-'
Rated 2.5 / 5 stars October 31, 2011
All that potential, wasted.
From the moment this game started up, i thought it would be great. The art was cute and the opening cutscene actually made me laugh.
Then the game started.
I wasn't immediately sold on the control scheme, much prefering either A or space to be my jump button, and i wasn't given an option to change them. No biggie, i'll keep truckin' along. Although i wanted them remapped, i thought the things you could do in game were pretty cool and diverse - even giving enough options for strategy. My favourite thing to do was play "tennis" - i would throw the octopod into the air, run back a bit, then jump towards it as it fell and smack it into someones face. It was hilarious each and every time. I even managed to get double kills, triple kills and rebound shots, further adding to my delight.
Unfortunately this is where the praise stops, and the bad news starts.
First off, the hit detection is horrible. I've lost count of how many times i chase after a coin until my hands, feet and most of my body are sticking through it, think "ok, i've got it", only to turn around and watch it slide off a cliff anyway. For a completionist like me, this is absolutely infuriating. It seems like you only get them if your head makes contact, and the hit box should definitely be bigger than that.
Second is the controls and execution. While i liked the moves you could do in this game, they were designed in ways that impede player progress. Chief among these is the wall running and jumping - having to hold up before contact in order to run along it, being unable to stop running up a wall until you hit the peak of your climp or jump off, and having the left / right directions cause you to jump off instead of simply let go all contribute to awkward, frustrating controls and cheap deaths for players. Often i would be climbing up a shift, miss a coin and decide to drop down, only to jump even higher, often into spikes or other hazards. this could easily be avoided by making left and right cause the character to let go, setting it up so that how long you hold up determines how long you run, or allowing the player to cancel their run at any time by pressing down.
Responsiveness is also an issue - often the game will interpret a held press of A as a tap, or i'll hold up to do a wall run but slide off anyway. This could completely turn the tide of a battle, being able to do the exact same commands at the exact same time and achieve vastly different results purely based on whether the inputs registered correctly or not.
The controls just feel very sloppy and unresponsive to me.
Finally is the biggest killer - glitches. Around 40% of my deaths were glitch related; either i'd fail to grab onto a solid wall, glitch straight past it into an area i can't recover from, or the octopod would be unrecoverable, breaking an essential puzzle, glitches were one of my major downfalls. I actually stopped playing shortly after killing the death worm, because my character stopped listening to me in order to concentrate on his shadow clone jutsu. In other words, he glitched through the mountain and the game started making him appear all over the place, trying to figure out where the fuck he was meant to be. I couldn't even kill myself so i just gave up there, but it just goes to show how bad some of them are.
All in all, i'm very sad that i have to give this game a bad review. It seemed like something i would really like, but there are too many fatal flaws in it for it to be enjoyable. Hopefully you make something similar with tighter, remappable controls and spend more time ensuring its stability before release.