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Made for the Ludum Dare 27 - 48 hour game compo
View the original entry here:
Play as a Kitty in the special "Kitty Force" Run 'n Gun platformer. Your task is to save the world within 10 seconds! And wait.. what!? What's that Guru Kitty up to?
If audio is out of sync, try refreshing.
Default Controls :
Move - Arrows
Jump - Z
Shoot - X
You can move your cursor to the bottom-left for controls on the main menu.
Follow me on:
Very frustrating, though understandably, since it was doe a jam. I liked the aesthetic and the intro was pretty cool.
Yay I won. I was ALMOST at the point where I could stand no more too. The part where you had to bounce off the series of pellets without missing any, that was INTOLERABLE.
By the way, you should change it so that:
1. The timers don't disappear when you get them. And the ones that only give you 1 second instead of 10 seconds, won't just continuously respawn and bring your time up to 10, but will just respawn once per second. This isn't really an unfair advantage for the player, because he'll not be able to make any progress forward if he stays in one place where the timer is.
2. Make it so you can restart from the last checkpoint immediately. A lot of the time - especially in that second to last sequence where you bounce off the series of pellets - I found myself with 3 or nearly 3 hearts and quite a few seconds I didn't want to have to wait for, because I already precluded the possibility of continuing, but I couldn't die right away, I had to sit there and wait for the better part of 10 seconds. How about the "r" button, for restart?
Cool game, the flash version seems to run at a slightly lower frame rate than the original.
The fourth level was the only time I had problems, esp. when you have to make a leap of faith onto the highest platform (second to last jump). Without trial and error (which there really isn't time for) it's hard to find out exactly where the player should go in that area. The other jumps worked fine.
The other reviews have already pointed out many things I want to say. Except for the graphics, audio and the difficulty: You've done a great job at this!
What really got you the bad rating is - what others have said too - the point with the spikes and the bouncy dots. It's not all that bad that it's hard to hit them, and also the flashing after hitting every dot was just mildly annoying. However, you did the same mistake as many other entries: forgot to include a reset button. It was really, really frustrating to miss a dot, and not being able to get back to the checkpoint *instantly*. Instead, you had to sit through the three heart strikes, which took up some time, and this shove you your mistake and current helplessness right into your face. I used the time to curse at the game.
Some other things: Killing enemies takes too long for just having 10 seconds. You could say the gun is just a decoration, since it was always better to just jump over everything. Another design failiure is that the gun doesn't start right after the figure. You often stand in front of an enemy, shooting like crazy, only to realize after 1 or 2 seconds (a very long time for a fast paced game!) that you're effectively doing nothing.
This game was going good, and I especially liked the last level.
However, as many have said, the orb bounce near the end is what kills it.
It is not the difficulty of it as so much as one important rule in 2D platforming:
Able to see where your going to land.
This is especially true if you program your game with such a strict spot in which you bounce on the orb.
Yeah, it seems it may be too difficult, especially with the camera angle. I've uploaded an exclusive NG version which is a tad easier and fixed cameras. The actual Ludum Dare entry will still remain the same.
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