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Banana Blaster (Demo)

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Banana Blaster is a 2D platforming game that takes inspiration from Pizza Tower and the Donkey Kong Country series. When you enter a level, a timer will start! Run to end within a minute to win! Use your Banana Revolvers to blast anything in your way! Never lose your speed, if you are skilled enough!


FEATURES:

Play 1 single level as a funny looking gorilla named Gorolv.

Fight a moron!

Listen to a grand total of 2 songs!

and some other garbage!


Right now, this is only a demo. But if people like this game concept, i'll expand it into a fully fledged game. Also, nothing here is final, some things may change as the game gets made.

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Game concept is great, jump and shoot. I like the characters, graphics, music and sound effects. I would slightly critique the game movement mechanics and choice of controls as it feels somewhat awkward. Since we already have arrow movement L and R, why not make up arrow be the jump key? Also, why is this level timed? Can't maneuver the course in time. Overall, I think this is a great start, and I would like to see how this demo develops as the mechanics are refined.

It's reasonably enjoyable and has potential. Funky, silly vibe with a consistent style.

It's a good choice to respawn the player at the start of the current screen after death, with an animation that slows you down by a sec or so; it makes sense as the time limit is the actual challenge.

By far the most frustrating part is the jump trajectory… the range is deceptive, as you jump very high but move almost nowhere horizontally, so with spikes, you have to almost touch them to be able to jump over and I couldn't get across the spikes in the tunnels.

…That is, until I found the run button. Please consider writing the controls somewhere in the level, at the first occurrence when you need them. I missed the overview initially, and then the controls are never explained again until you restart the game.

Having Z & X as primary controls will not be very, uh, ergonomic for people using other keyboard layouts, e.g. QWERTZ or AZERTY. If you have functional keys left to use as controls, they will be more universal. Or consider an option to rebind keys. Or some game engines and JavaScript's KeyboardEvent.code have a way to detect the physical key location on the keyboard, which doesn't depend on the keyboard layout.
It's a minor issue though, just so you're aware. People with non-English keyboard layouts usually learn to have an English layout installed to switch to when needed.

The green critters also don't harm you, which might be a bug. They continue walking at the edge of the screen and don't turn around nor vanish, which looks like a bug.

Quality of life suggestions:
– show an indicator of your progress through the level, so you know how well you're doing and how much is left
– give an option to restart if you feel you ruined your chances

The boss battle was quite fun, although some attacks (jump to the other side, shooting) were too quick for my taste, you barely have time to react even when you see it's coming, especially when you are mid-attack yourself.
Also if you have separate hit points, I feel that every hit should knock down one or make some sort of visual change… if you need an unknown number of hits to remove a hit point, the indicator loses all value. At that point, just have a health bar. You could also knock off teeth in the hit point icon if you need space for more values.

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Overall it's a fun little game, good luck if you decide to take the concept further.

Ngl I see the effort but the whole game is just nah... by the physics and the art you can tell it is something you would see on scratch, and the physics.... THE PHYSICS! Oh how terrible the mix between fast paced and wannabe NES physics, no hard feelings but it just feels like you tired recreating the hold button for long= higher jump mechanic but failed to make it feel right...

Edit: the art isn't the problem though and there is nothing wrong with using scratch

cute game, def see the pizza tower inspo. Rlly liked the art style and sound design, couldn't get past the toucan tho lol (I'm not tha great at games dsjsjs) but yeah had a good time XD

Of course I'm aware this is simply a demo, BUT for a demo, this isn't too bad. First off, I'll recommend some changes I feel would improve the experience with this game. The jumping feels very strange especially during the boss battle, I would recommend some more natural jumping physics because the way you move up and down at a constant speed makes some jumps a lot harder than they should be. second it might just me, but the mixing of the audio does sound a little off, but it doesn't really annoy too much so it doesn't require any changes if you wouldn't want to change that. Third again I might just be horrible at games but the boss battle feels a little too hard especially coming out the first level, if I had to say specifically it would be the attacks being a little too fast there is of course some signs of when the boss will attack but it does feel just a little too quick and combined that with the jumping and I don't exactly feel like trying to finish the battle. Lastly the pause after dying during the first level does feel a little too long but it wasn't too much to where I couldn't finish the level. Ok, NOW the good stuff. Firstly, I love the art, the game is very funny sometime especially when you're running into enemies. Secondly the concept itself is pretty cool. The timer of the level definitely does make the game feel very fast paced and combined that with the music, it makes the gameplay very intense. Speaking of the music, ITS GREAT! I didn't see anything bad with it and it really fit the levels. Lastly the characters are very creative. I love that the boss is an anteater that THROWS ANTS. Overall, I could see this turning into something pretty cool!

Credits & Info

Views
211
Faves:
1
Votes
69
Score
3.22 / 5.00

Uploaded
Sep 25, 2024
5:13 PM EDT