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SquisI

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Avoid the blue blocks and move on to the next level by jumping on to the green blocks


Still version 1, meaning it is buggy. Will be updating the game every week to fix bugs and add more features

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honestly I like the idea and I can work with it but put some sound in it I have my speakers at 100% and I can only hear my keyboard

Chuckykillr responds:

Thank you for the kind words, I really appreciate you taking the time to play my game.
I will be sure to add some sound effects, and background music to the game in the next update.

I think this is the simplest way to implement procedural level generation and I like it, the simpler the better honestly. I think there is just a lack of juiciness, the player needs more feedback, animations, particles, etc. And regarding game design, the player needs some restriction, some obstacle, it could be time limit, limited number of moves, enemies, or anything, but it needs at least one obstacle element. I think it's a good prototype. Not a game yet.
By the way, there is a bug that the green cube appears behind blue ones, meaning it is impossible to reach. And the game simply has no end, so the scoreboard will always be empty.

Chuckykillr responds:

Thank you for the feedback, It means a lot to me. I have taken a liking to your suggestion on the limited number of moves, and I have been working on a way to make the levels more interesting and harder with secret features that will be found in the next update of the game.
Finally, I have encountered the bug and am fixing, as regards to the game having no end I am planning on adding one.

It is un polished and a little bit boring.

Chuckykillr responds:

Thank you for the feedback.
May I ask why you think it is boring, so I can improve the game to make it have more flavour while playing.

how does it end?

Chuckykillr responds:

As of now, there isn't one. However, I am making one for the next update coming soon.

This is procedurally generated, right?
I don't see the appeal of randomly placed blocks in this case; it would be far more interesting to handmake levels with carefully and logically places walls, obstacles and barriers – to make the player think and pay attention.
Currently, it takes no effort to win a level and all of them are mostly the same.

And since the levels are randomly generated and there's an infinite number of them; the scoreboard doesn't really make much sense. The players compete in different levels, so their starting conditions aren't the same and they can also play as long as they wish, so it's not really “who's best”, rather “who kept playing for the longest time”.

Also, the random placement isn't flawless – I've seen the block being placed halfway off the screen, almost covered by a blue block – and I quit when I reached a level in which the green block wasn't visible at all.

Procedural generation increases replayability at the cost of making the first playthrough much less interesting – because even though the level design is 'varied', it's never 'clever'.
Add more rules to the random generator to make the levels more challenging and consider adding different kinds of obstacles/enemies than just the blue block which gets boring pretty quickly.

Credits & Info

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Faves:
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Votes
85
Score
2.59 / 5.00

Uploaded
Jul 26, 2019
11:04 PM EDT
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