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Reviews for "Diro da Blob"

very cool game, i love the concept of customizing the level and the combination of designing a path through it + trying to beat what you created. the stairway level is also very clever in how it tricks you. i think the idea of adding extra spikes is good (good design choice to not limit the player in that regard) but i think it could be pushed even further by making it feel more rewarding (like a level complete screen with number of extra spikes) and not something that seems inconsequential

art, sound and music is also very nice, this is one of the few games that don't make me want to look for a mute button for the music

but i didn't know you could double jump and i don't remember seeing anything that said so in the game

Pretty interesting game! It's kind of like Mario Maker where you need to prove that you can beat a level before you can submit it, but by forcing you to put in a certain amount of spikes, it creates a fun back-and-forth of planning and executing to make the level hard but not impossible to beat. Overall it feels pretty well-crafted and makes for a fun short and sweet adventure.

That being said, I do feel like the level design is a bit out-of-whack. The difficulty curve and leeway for spike requirements felt like it was going all over the place: I feel like it starts out strong, then gives you way too much leeway where there's barely any challenge, then suddenly the stairway levels have you pretty much figure out the one single way the developer intended with no leeway at all, then it goes back to giving way too much leeway once again. I suppose you could argue that it does give some variety, and I'm not totally against levels like the stairway where they are more rigid one-solution puzzles, but as a whole, the game just felt all over the place and didn't generate a smooth rising increase in difficulty, making it end with a bit of a whimper instead of a bang. Feels like it might need to decide whether to make rigid puzzle rooms like the stairway levels, or perhaps rooms with more leeway but you get bonus medals for putting more spikes over par so as to still have a challenge.

Still, while the levels were out-of-order and all that jazz, I still found the concept very cool and I'd love to play even more levels in this, so I'd consider that a good game jam result in that it was memorable and made me want more!

you can do minefield with every space filled in. do a big walljump on the back wall and a well timed double jump midair. wow

edit: in my first extra spike run i got 73 spikes and 800~ deaths
edit 2: 90 extra spikes with 511 deaths. improv

Managed to get 114 spikes but I know it's possible to get 115. I just didn't get it because "rage quit" on the last level and removed one spike, it was still hard though.
https://files.catbox.moe/cd20am.PNG

To get it, I had to place two spikes on a diagonal and jump between them on some parts. It may be possible to do more because I realized I could do this a little far and didn't want to restart just to test.

https://files.catbox.moe/8q24ei.png
109 spikes, 53 deaths. That's the best I think I can do.

EDIT: Got 111 spikes but the death count is 87. I think 112 or above is possible but you'd have to start squeezing in between spikes that are touching. (The gap in between the hitboxes themselves is there but it's extremely narrow.)
https://files.catbox.moe/x3ax0t.png