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Patience is bitter, but its fruit is sweet.

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Collect all "black stars" and finish the game. If its hard, you can try easy version.

easy version - www.newgrounds.com/portal/view/706835

Off-Topic : For my email's subscribers, thank you! I'll make sure to delivery it on very Friday.

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It's well-polished, though I agree with the other users regarding the pace- I think it could be sped up a little! Overall I enjoyed my time with it and I look forward to more from you!!

This game is like Flappy Bird if Flappy Bird was the slowest bird in the universe.

I enjoyed this game, for the most part, especially at the beginning. I wanted to rage quit but I also wanted to prove my patience so I stuck around. What kind of mind games are you playing at here?

I played for a good 35 minutes before I just couldn't go on. I've got to make it known that I'm absolutely terrible at games so that probably had something to do with it.

The controls were good, I like one button games. Though I was surprised to see it wasn't mobile compatible? The graphics are simple but get the point across, and the sound effects were average. I'd recommend changing the player's hitbox to be smaller than the sprite, as it leads to less moments when the user feels like they've been cheated into death.

Overall a nice little game that left me in a weird, un-decisive opinion about it.

I like your style! Keep up the good work bud!

i get the point of it, it's perfectly functional and a brilliant proof of concept of a game promoting patience over rushing things.

thing is the game has no music and it has a annoying jump sound, there aren't any meaningful gameplay mix ups on the third level with a stupidly precise start (again, patience and you'll master it, but once you've mastered it a checkpoint to keep the flow of the game moving would be nice).

the game is slow for the sake of being slow, how does the ball moving slowly across the screen add anything to the gameplay when you can implement the same trial and error patience gameplay with a faster ball and more frequent checkpoints, there's a point where patience stops being a build up to a reward like learning the patterns of a very hard boss and just tests the players patience to the point the player is just relieved to finish a level, not ecstatic that they perceived.

i'm probably being very harsh, this is probably a first project or something. i just want to see a game with an improved version of this concept, the ball bouncing in midair has potential, it just needs more variation in the gameplay and a big way to do that is to implement kinder checkpoints which gives more frequent progress and keeps the gameplay flowing and to add harder mini gauntlets to compensate so you're spending less time traveling to the part where you died and more time learning how to overcome it.

A bit difficult trying to get around the corners and changing direction, kind of a "flappy bird" deal here. Pretty good work you put in here, hope to see more.

Credits & Info

2.23 / 5.00

Feb 20, 2018
10:56 PM EST