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Splat

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Author Comments

Vertical platformer game made for the Gameboy

Controls


move - wasd, Arrow keys

jump - space, x

select - shift

start - ctrl


currently sound is not working

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The physics could use a bit of work but I still like it.

WillKMB responds:

thanks, I know the physics are still a work in progress. the program I use makes it very confusing.

the upload froze on the splat img after the first muscle bill logo, browser edge, windows10

It's okay but a really really hard for me

I really dig the sprites and the concept is nice and simple. I'm sure it'd fit perfectly with a Gameboy control scheme, and it's got that retro feel in spades. It's got some pretty major mechanical and design issues, though, which is why I rated it so low.

First off, there's too much "slide". Making jumps was a really strange, unintuitive process because I had to figure out how to account for the momentum taking me *well* past where I landed - a momentum system makes perfect sense for a game like this, but I think it's time to turn the dials down a little.

Second, the collision is weird. Like WEIRD weird. Hitboxes for any given object seem to extend a good few pixels below the end of the sprite; this made jump-timing even harder because I was constantly hitting my head on invisible ceilings and getting sent back to the bottom. This was especially jarring with the really tiny platforms - I understand the need for the hitboxes to be wide, otherwise it'd be basically impossible to land on them, but it might be worthwhile to mess around with them so that they're only that wide on *top*.

The diversity of terrain was a bit difficult too - I killed myself by jumping into lava the first time I came across it, because up to that point I had jumped on a great variety of different terrain types and they all behaved the same way. The lava was the first thing that acted differently at all, so it was surprising to be killed by it. I think it might be beneficial to show that different terrain can do different things before that, so when someone falls into lava and dies it doesn't come out of the blue. For instance, maybe those green "slime" platforms could (temporarily) disappear after they're stood on for a couple seconds - this would emphasize that some terrain can be dangerous in a lower-stakes situation. Also, it seems that hazards are color-coded yellow, based on the lava and the spikes - this makes sense, but there were also some "safe" platforms that were yellow (namely the really tiny ones in the first level). Maybe I'm reading too much into the colors, but if that color-coding was intentional it should probably be consistent.

I know that the paragraphs of criticism might make it seem like I didn't like the game but I really did - it's just very, very difficult to play at this stage. You're obviously a really competent developer; the fact that it's already this good in such an early stage is impressive, and you've definitely got an eye for style and aesthetics. I'm sure that once this is polished up it'll be one of my favorite games on the site - so don't take my low score as discouragement, I mean it as constructive criticism!!

EDIT: Also, it looks like once you get a game over, the game doesn't reset your hearts. So in my first attempt, I died once in level 1 and got a game over in level 2... so when I tried again, I had 2 hearts in level 1 then immediately got a game over when level 2 started. Refreshing the page fixed it so I could keep playing with no trouble, it's just a small bug I figured I'd mention!! :)

WillKMB responds:

This is my first game so I'm still figuring it all out and yes I know that there is still a lot of bugs in the game that I still need to try to fix. I am planning on adding more features soon such as a tutorial level to show what they all do. I will also try to fix the movement of the character and add moving platforms and power ups. as for the collisions I don't know what has gone on there because as far as I know they were pretty good when I made the levels but I will definitely look into that. that bug in level 2 has happened to me to when I played it and I'm not sure how to figure it out but I am working on it. these problems are hard to fix too because I've made it on an engine specifically made for making Gameboy games , so that you can play them on an actual Gameboy. this means the program is very limited as to what it can do. anyway thanks for your feedback.

AWESOME GAME. A little music would be nice too

Credits & Info

Views
1,629
Faves:
3
Votes
97
Score
2.86 / 5.00

Uploaded
Oct 7, 2020
8:36 AM EDT