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Tux Planet Speedrun Any%

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Level 1 5 Points

Complete level 1

Level 2 5 Points

Complete level 2

Level 3 5 Points

Complete level 3

Level 4 10 Points

Complete level 4

Level 5 10 Points

Complete level 5

Level 6 10 Points

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Level 7 10 Points

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Level 8 10 Points

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Level 9 25 Points

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Level 10 25 Points

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Author Comments

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Good one

So first off the graphics are really good the controls are smooth and easy to understand overall I got a good feeling I really took a liking to this game and It really grew on me there was lots of nice stuff on this and some goodplay time as the game was pretty amusing and entertaining, The music is cute the leveling system is nice So with all that said this was a pretty decent game, So overall its a fun game here

~X~

Gonna give you a 5 because I think people have unfairly been rating it down (Really this is more like a 4, but enjoy the 5 from me).

Also, for support of free and open source software.

I find an odd choice to use Microsoft build tools for a game centered around Tux, the Linux mascot, and Konqi, the KDE mascot. Presumably it might work with others, but that's what you used I guess. Also, C#, a bit of an odd choice for Linux, but you can compile/use C# on Linux if you've installed certain things.

Game completed in Firefox on a Debian GNU/Linux system. Everything seemed to work.

Only slowdown was in the transition phases between stages. But once the stage was there it was normal speed.

dtsudo responds:

Thanks for playing!

I made my previous games in C# so I stuck with the same tech stack. :P As you noted, newer releases of C# have been open-source and cross-platform.

Yes, the main overworld can be laggy a bit. It's not well optimized. Specifically, the game renders the entire map rather than only rendering the part of the map that's visible. This was fine at the beginning but got less performant over time as more levels were added. :( The overworld map is procedurally generated (as far as aesthetics and pathing goes, even though the levels are the same) so some maps are larger than others. It's not a difficult fix though I haven't gotten around to it yet...

is hard :(

I'd say the game offers a lot of challenge. It handles the same way I remember the first Mario game did; very slippery since momentum continues to carry you forward. However, with the speed the character moves, a skilled person could do a spectacular speedrun of the game. Honestly, if it weren't for the save states and slow down mechanic, I wouldn't have been able to beat it. I personally don't think a change in difficulty is needed because:
- The two mechanics I mentioned before can be used at the player's leisure to make the game as easy as they'd like (though even with them, the last two levels are still pretty hard).
- The difficulty is part of the game's aesthetic; without it, it would just be another platformer. It'd be like having a Resident Evil game without zombies. (I actually thought level 5 was impossible until I remembered you could phase through some platforms and walls with the teleport).

Although there isn't really a story, I liked the dinosaur and how nice it and and the yeti were.

For possible improvements:
- I'd recommend having a reset button for the game. That way if a person wanted to speedrun it, they could reset the timer.
- Make it so when you load a save state that the game doesn't try to automatically make the same moves you made before reloading (because, usually, these were the same moves that led the player to die and load the save state in the first place).

A cute and tough game. Good job!

dtsudo responds:

Thanks for the feedback! I certainly agree that the game was meant to offer some challenge; though I acknowledge that it seems player feedback is mixed on the difficulty. (This is mostly just me reading the comments and looking at the Newgrounds medals to see how many logged-in users cleared each level.) Perhaps the difficulty can be slightly tuned and refined in a way that doesn't compromise the game's overall challenge.

There is a reset button on the homepage, although I admit it's not a great solution. The reset button does reset all progress (including the timer) although then there's no way to get back. Maybe I should offer multiple save slots.

It is also true that the game will replay past moves when loading a save state. I totally agree that this can be annoying sometimes (it's even annoying for me though I made it that way). The original intent was that a player could play out a sequence of moves which ends in failure (let's say they try jumping on 4 enemies in a row but miss the 4th enemy and fall into a pit), and by reloading the save state, the same sequence of moves will replay -- the player can intervene at the final step (the 4th jump) to correct their mistake. But there are also times where this mechanic is annoying, so perhaps I'll make it toggle-able in the menu. People who like it can use it and those who don't can disable it.

Thanks for playing and for writing the detailed review. :)

Finished in 65:45.14. Are you thinking of posting a leaderboard?

Not a bad game for it to be about bad game/level design. It was pretty hairy in some spots, but spamming the time ability made it a ton easier.

dtsudo responds:

A leaderboard is a good idea! I didn't think about that but I see now that newgrounds has support for submitting scores.

If you have thoughts on where the game difficulty was "pretty hairy" or could be tuned, I'd be happy to hear them!

Thanks for playing :)

Credits & Info

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659
Faves:
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Votes
82
Score
3.23 / 5.00

Uploaded
Sep 19, 2022
11:04 PM EDT