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Use your wit and get the lovable stretchy dog to the finish.
The control scheme is the biggest issue here. I felt the controls were unresponsive, unintuitive, and unforgiving. Why when I go through a tube my up is still relative to my entering the tube, but my other directions are *not* relative; I don't know. Pick one and stick with it! I got to about lvl 20 before raging at this thing.
The next annoying bit was the spiky enemies who literally move RANDOMLY but with no indication of which direction! Why would you have random movement with no way to react properly!? I get that some games are all about that; but not puzzle games. Puzzle games are for you to think your way through a situation and pure randomness adds more of a luck factor than anything.
Pick something like "they always move clockwise" or "they always move to the farthest wall" or "They always cross gaps" or SOMETHING. Pure random movement is lazy and annoying for a player.
That said, the type of game was fun, interesting, and different than I assumed at first. The fact you grow and ungrow is pretty sweet. It's just odd to me that when shrinking I can't change direction to counter the shrink. Stuff like that irks me because you probably implemented *something* to do that, but there are no instructions or training exercises to figure out how the controls are *supposed* to work.
I'd give it a 5 if the controls made a bit more sense and the spiky enemy was not random.
In response to a few other posts; I think it feels unresponsive because of the same reason they're saying. it has to be right on or something; which doesn't feel right in this day and age. It makes sense when you're playing a grid to be right on, but when everyone plays games that are no longer tied to grids it ceases to feel like it's functioning properly. Frankly I'd take it out of it's grid state.
Love the retro theme and the whole setup and concept of this game. But as the review below mine indicates, the controls system is very unforgiving, and I feel like this possibly set the bar a bit too high.
I would suggest a little bit of a tolerance for reaction time errors. This generation of gamers just isn't suited for the reflexes old 8-bit classics required. One thing I could strongly suggest in the way of tolerance would be slowing the dog's growth rate down a bit, or providing controls schemes to do so. Another thing that would probably add to the quality of the game would be to make it so that a tie between the dog's ass getting hit by a moving obstacle and the dog's paws gripping a new platform went to the player. This would add what I feel is just the right amount of give.
Even if the controls scheme and timing is off, this game is still an impressive labor, and from what I can gather from your other works, it is a labor of love for 8-bit and old-school arcade classic styles. Best of luck on your next endeavors.
I feel like I'm driving a damn boat trying to control the dog. The game controls are imperfect. Sometimes I hit right and he waits a split second and goes too late, sometimes he goes a split second too early. I don't know what programming you have to fix to correct this, but it RUINED the game for me.
This game is awesome. Retro themes kick a$$.
This is actually a very good game! The graphics are awesome! I love pixel games like this. It's also a very challenging game! It's so awesome!
A N64 styled Collect-a-thon 3d Platformer!
Swap between the worlds and help two little friends to reach the same goal!
God did it in 6 days. How much time will you need?
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