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Jetpack Kiwi

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Author Comments

Update 1.1:

  • Increase to 5 the lives you have to lose before losing all the power-ups
  • Getting hit by enemies while player flashing (fixed)




The aliens arrived and they are not friendly at all.


The last hope for the mankind is a Kiwi


iu_1029619_11586165.gif


He, with the help of his jetpack, is the only one who can counteract the aliens and their army with devastating weapons.

Jetpack Kiwi is a classic 2D side scrolling shoot em up game featuring 20 levels, 5 bosses, hordes of enemies spaceships, with multiple characters to choose from; each one with an unique special attack. Complete the game in single player or with a friend in local co-op!

Play the first 4 level and beat the first boss in this engaging demo!!

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  • Unlock 6 different characters
  • Collect 4 different powerups
  • Play the game with a friend (you can play the game using a single keyboard)
  • Beat the game killing as many enemies you can to beat the highscore

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pro

reminds me of a scott cawthon game

Amazing Game! (👍≖‿‿≖)👍 Wonderful job

This shows some good promise, especially with its initial first impression, but unfortunately the gameplay wore thin for me rather quickly and left me feeling rather let-down. Feels like a case where the game's meagre content has been stretched out to artificially increase playtime, making it paced awkwardly, going on for too long and becoming repetitive.

As said, it all seemed pretty good at the beginning. Pretty cool intro scene that reminded me of Contra 3, a very nice controls menu where you can both see the controls and preview them in a little simulation box. Moving onto the gameplay, there's some decent classic shooting action with all sorts of power-ups and upgrades, and new enemies being introduced to spice things up, alongside bosses, as you press on. Not too shabby at first glance!

However, as said, the game just feels incredibly repetitive and boring as I got into it. Levels just feel endless due to a) the enemies showing up randomly instead of in interesting formations or waves and b) there are no interesting obstacles or events to contend with, like maybe blocks/walls you have to shoot through or mountains to weave out of the way of.

Furthermore, it doesn't really feel exciting to shoot enemies as they feel a bit too spongy and don't provide satisfying damage/kill feedback, and power-ups feel awkward in that it just feels random in what you get instead of being controllable in some way, such as Twinbee's bell juggling system.

In summary, it feels like way more exciting events happen in the first level of Galaga than this game does over its entire playtime. In this, you just hold down the trigger and try not to fall asleep.

I feel like the first step to helping this game would be to condense it down: for example, I feel like the first level would be much better paced if you would compress all four sections of the first level into just the first section, that way all of the new enemies would be introduced at a good pace and it'd end with the boss fight in good time before it gets too repetitive. But more so than that, I feel like this game needs more craftsmanship to its levels to give them a story, a flow, a rhythm to it, with all sorts of waves and formations and events and such, instead of just a load of trash you shoot at for way too long. Look at other shmups and see how their levels are elegantly constructed.

why is there no epilepsy warning for the intro cutscene

Credits & Info

Views
8,561
Faves:
73
Votes
205
Score
3.81 / 5.00

Uploaded
Jul 22, 2023
5:45 PM EDT
Software
  • Blender
  • Construct 3