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BitBoy is a puzzle platformer game, where you have to collect keys to enter the gate to the next level.
I was developing this for a week i wanted to see if people will like it :).
Greenfields is the first part of the game.
Thanks everyone for reviews.
I'm currently working now on a Native Client of the game with up to 50-100 Levels, nice story, better artworks & Design, ...
nothing new, but it's an OK game
Another disappointment from HTML5.
Why are people complimenting the game based on its failures? The lack of any kind of jump or fall mechanic isn't some inventive new idea. It's much easier to code this way. It misses the point of platformers completely and hardly deserves the title. It plays exactly like a top-down game, where you're constrained to these tiny little tunnels. In the original Legend of Zelda, there were sidescrolling segments where in a dungeon you'd go down these stairs and then you'd be in what appears to be an underground room viewed from the side. But it actually uses the same engine from the rest of the game. It looks like you're climbing down a ladder but really you're walking down a path, as far as the game is concerned. I'm not saying there's anything wrong with Zelda doing this, but it doesn't make any sense to design a whole game around this and call it a platformer.
If this was really an inventive new idea and not just lazy coding then there'd be more interesting enemy AI than just back and forth.
While i was releasing the game i didn't really now i which genre i should categorize it.
The Programming was really easy there you are right it took me arround 2-3 hours to code it.
This is a unique platformer that goes against the grain of what many gamers are taught. I naturally wanted to jump over obstacles or fall off ledges but I couldn't. Instead, I'm bound by a new set of rules and that makes the game interesting because it challenges me to behave differently to solve a puzzle. The game reminded me of old commodor 64 games, with its graphics and gameplay. I would have liked a slightly less repetitive music track to hold my attention or maybe varying background designs. Maybe sometimes we could be in a forest, other times in a castle, or underwater. It doesn't always have to be in a perfectly cut grassy knoll.
Well programmed. Good rule set and control design. Continue your work on it. One final suggestion, put your design above story.
forest, castle, caves, ... are planed the only problem was the art works because i am not so well in drawing pixel art it takes much time for me to do nice tilesets.
fantastic! art was nice, game mechanics were nice.... wow. in a platformer where you can't jump... this is so cool :D
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As DD's story comes to a close, another looms from the not-so-distant shadows....
Blast at rockets with awesome graphics and music
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