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The Stones Back Home

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Made in 48 hours for Ludum Dare #29


WASD to move, mouse required for some menus.


Mute buttons occasionally don't work, so mind your computer's volume.


02/05 Update:
*Embed width and height fixed (thanks a whole bunch Newgrounds)
*Jumping registers more reliably
*Performance improvements on some machines
*Upgrades save properly between games
-removed some unpassable generations

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Really cool game, I really had fun with it, but there was some problems with the gameplay that i got a little frustrated.
The jump sometimes doesn't work after another jump, i don't know if that was on purpose, but it takes out the dynamic of just running like hell and sometimes you have to stop walking just for the jump to work out.
There was once that it spawned a straight wall that there was no way to pass it.
And the first time i passed through the end i died because i jumped over, don't know if that was on purpose also but it's a little feature that can improve, in my opinion.
Aaaand the button to mute the sound effects and the music is not working...
Besides these things, i really had fun with the game and i think it is a wonderful gameplay idea.
Keep on the good work.

jrap responds:

Hi! I fear you may have played a crappier version than intended, so It's good to hear that you still really liked it!

Different people have reported different levels of control responsiveness, with Newgrounds having the most sticky-key complaints, so I'd encourage you to visit the ludum dare page and try some other versions.

There should be a wall that stops people flying off the screen at the end of each level in the most recent version, but it was 3am so maybe I'm making stuff up.

And the mute button works in about 10% of situations, so sorry you got bombarded with banjo music friend. Something I've learnt and will improve on in the next Ludum Dare.

Wah, that black mass is really close right from the start! Pretty much no room for error, although I started to get the hang of it and made it to lvl 2 quite a few times. I think a short explanation screen wouldn't hurt. Only through trial and error I found out the use of the triangles and upgrades, which is, however, in itself, a nice aspect to this game. Two downsides of the random generation I noticed:

1. The holes in the ground in which you fall to your death occasionally spawn either behind the foreground where they can't be seen and therefore can't be avoided, or they are in such a position that the rest of the landscape factually prevents you to jump over them (kept trying until I encountered that several times to make sure, I don't think it's just my crappy jumping skill :p).

2. The collectibles occasionally spawn in a place too deep to jump out of (at least without upgrades), which is a bit of a nuisance as the game already is difficult enough.

All in all, it's a bit too hard for me but it's good fun!

jrap responds:

Thanks for the well-thought-out feedback! (wasn't expecting any on NG)
The holes in the ground were added about 4 hours before the deadline because an hour before that I had redone the generation system, and the new one didn't enable rooms to destroy the blocks specific to them (so the places where the holes appear are the same every time!)
Collectibles are designed to spawn with one reachable without upgrades, and one you need upgrades for (with a 25% chance to spawn them both reachable) This is intentional, as getting two run upgrades in one level made the game far too easy.

Oh and one more; did you try jumping over the ceiling of some of the generations? there is no height limit, and in testing i found only two situations where you could not progress.

Credits & Info

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Faves:
3
Votes
5
Score
3.23 / 5.00

Uploaded
Apr 28, 2014
2:38 AM EDT