Very cool! I tried to go around and see how many Newgrounds references I could recognize, and I did better than I thought I would! Nice to feel in tune with this site which has given me and everyone else so much.
Very cool! I tried to go around and see how many Newgrounds references I could recognize, and I did better than I thought I would! Nice to feel in tune with this site which has given me and everyone else so much.
I probably missed the boat on this one: bit of a bummer to have a multiplayer game with no players to play against. Wish there was bots or some other game mode to play for single-player. I had a lot of technical difficulties at first too: the game didn't seem to capture my cursor so aiming made my mouse leave the screen. When the game did eventually lock my cursor properly, I did have some fun swinging around the level and shooting off the guns. Does seem a bit bare-bones at the moment though: I'm fine with the art being simple, but the gameplay seems very basic with no objective or pizazz to it, and it's missing essential things like reloading animations. Again, Can't say much since I missed it when people were playing, I suppose.
Very interesting game! A bit too confusing for me to comprehend at times, however, and the progression curve seemed very odd where it took a bit too long to get to the real cool part of the game (though that might've been from me having difficulty telling what the heck was even going on at the beginning when generating things). Lots of elements of the games seemed a bit clunky and frustrating to figure out: for example, the mini-game with things and anti-things was blocked by the buttons so even though I figured out to hover over anti-things the buttons blocked me, and moving friends around to build things was odd as they didn't seem to build in a logical manner: I kinda needed to stop and start moving and fidget about to get them to respond. I did love the really cool transitioning between modes and the sense of escalation and craziness which was accentuated by the musical changes which you've done very well in your previous games, so there definitely does seem to be 'something here'.
thanks for sticking until the cool part :)
I love the goofy aesthetic of this game that is told through it's comical story, art and animations! However, the lacking element of sound really hurt the game: I would've loved to hear the main character gobble up the enemies, among other things. Enemy attacks seemed abitrary at times as well, with no sound or animation cues to signal them that I could tell: I'd just take damage for some reason not apparent to me. Some of the platforming was a little glitchy at times, and the upset stomach mechanic was a bit confusing: I thought at first it was only happening when I overate (on a full energy bar) but then it just seemed random when it filled up or didn't. With some more polish I think this game could really shine though, since it was still fun to play just going on its comical presentation.
Thanks for the awesome feedback. Completely agree with the mechanic concepts. The game jam was a great experience and one of the lessons learned was about sound. I was able to grab the music from Freepd.com, an excellent tip from GeoKureli. What sound effects I was able to find were pulled from opengameart.org and hastily thrown in. In the future, I look forward to working with the talented composers on the site.
Pretty neat game! I enjoy the gradual increase in difficulty and the way the levels teach the mechanics in a very subtle and intuitive way, such as forcing you to walk past some example plankable areas with a carpenter so the player sees how they work, and how levels have good 'gotchas' areas where you'd get stuck if you bring everyone there too soon in the wrong order. Definitely pretty good, though there are some annoyances. The art is a bit too dark, gray and drab (I know, it's intentional, plague-times and all that, but still, it shouldn't hurt the gameplay) and it makes it difficult to tell puzzle elements apart in the environment. Also, it is a bit annoying that the game doesn't seem to have a restart button, nor a save feature: I got stuck and had to reload the page, only to lose all my progress, which was a bummer since I was having fun!
Thank you a lot for playing it and featuring it on a video.
The restart button is pressing escape if someone find themselves stuck. Sorry about that!
About the game, we are planning to make a new version keeping the mechanics. As this one was made for a game jam, there are a tons of things to be poolished.
From what you meantioned, we are planning to make things more clear for the player. The levels will be more lighter and the models will have bigger differences. Hopefully, these changes will help.
Thank you once again for your review and for playing it!
Very nice example of edutainment! Learning can be done as you've deftly shown with the game, which is not only educational but very fun to play. The game doesn't just tell you how to feel, it illustrates the points perfectly through game play elements. The unfair struggle of dealing with incubation periods, the difficulty of lockdown and reacting fast over an uncaring populace, the tenseness of waiting it out: the feelings you feel during the game reflect the feelings people have dealing with this. Had a lot of fun with this and could see it having even more levels, but perhaps it is best as it is: short and sweet.
An alright game, but too frustrating for me to get anywhere. While the game has a goofy, fun premise and comical ragdolls and such, the controls remain very confusing and frustrating to get used to, particularily when it comes to the pull strength, though grappling is also odd as well. I did have a bit more fun with this over Swingin' 2 because of the vertical layout, which seemed to be a bit more intuitive and easier to grapple with. I really want to like this game as I like grapplers and other challenging games like Getting Over It, but I just don't gel with the controls.
Cool game that makes you want to ROOST the hell outta that nest! This game felt very charming with it's goofy premise, bouncy animations, funny visuals like turning into a roast when you get flamed, and so on. A real delight to play. My only complaint is that there wasn't more to this! I would've loved to see more levels and mechanics, like, maybe a level with a bunch of walls so you ping-pong an egg to the end like a game of mini-golf, or maybe you battle other hens with your power-squawk to get them away from your egg as you bring it back. As it is, it was nice, however.
I don't really know about this one: I got kinda bored of it all. I know that's maybe the 'point' or something but it didn't really have any neat interactivity or compelling hook or...something. Like, for example, it talks about becoming friends with the food dispenser: that would be good if the food dispenser actually talked and we could actually conceivably have that reaction on our own in gameplay instead of just being told how to feel with nothing to back it up. I played until I started getting blank journal entries. There was a severe lack of haikus.
It's an interesting game, and certainly has a nice presentation along with a cool premise that reminds me of other escort games like Gyromite. However, as it is, the game is very confusing and frustrating to play. My initial thought of bewitching things is that they would change right when I bewitch them: however, for some reason, you need to rewind for the bewitching to go through. Rewinding is something that is usually reserved for undoing a mistake or restarting a level in other games, and this game even says you are punished for rewinding too much, so learning that I was supposed to rewind after bewitching was very, very confusing. Not only that, but the fact that I need to slowly scroll the wand over, instead of just moving my mouse to move the wand, made it annoying when you miss something because the cursor moves too slow. I think this game has a lot of promise and seems to be well put-together, and I did have fun once I got the hang of it, but right now it is just way too confusing and might need a rework or a better tutorial process to teach.
Still working at it, bit-by-bit.
Age 36, Male
Computer Guy
UMD
Joined on 11/21/06