Great work; loved the humour and atmosphere. Puzzles were overall well done and intuitive. I was very intrigued by the story and this one had a nice arc that made it feel complete but also wanting to know more about the game to come next. The factory and town tracks are fantastic.
And now, to find the Easter eggs...
Pretty fun. The techno music goes well with the flashy colour pixel art. I'm in love with the chunky pixels. Gameplaywise, it is fast paced, really gets you thinking. I like how you can adjust the speed of the snake; it makes for a crazy challenge up in the higher difficulties. The gimmick is interesting too - shrinking rapidly instead of hitting a wall decreases your "nom" score, but still gives you an opportunity to react, along with the slow motion. All around good stuff!
If there's anything to complain about, I didn't particularly enjoy playing this on a gamepad. Using only joystick controls, I dunno, makes it harder to play in a less intuitive way. I'd prefer the D-pad buttons, but maybe others don't play it like that? Could just be me.
Lastly, the halt noise and humour in this game are well placed. And amusing. This was very enjoyable and cute. The bosses had me surprised, too.
Oh shit, did I forget D-Pad controls? I just updated - should work now.
Hmm, the music doesn't play when it starts at the titlescreen. Too bad, because it is quite nice. As the other reviewer said, though, it does loop too abruptly, but it still sounds great for the game.
Perhaps a better explanation of game mechanics are needed - even after reading the description, I didn't quite understand how to play.
The gliding mechanics weren't working so well for me in level 3, where I couldn't glide if I hit a wall. Not sure if that was intentional, though...
Changing backgrounds so suddenly was a little hard on the eyes, especially when the character stays on the gate - the backgrounds change back and forth constantly. It should be made so that the worlds change only once when the character goes over the gates. Perhaps using embellishments instead of a complete colour change or using colours that are similar to each other would work better?
I couldn't quite understand why connecting the dots was necessary, and why the black dots are basically unknown gates. It wasn't explained clear enough for me in the Author Comments, nor in the level design.
I felt like also the transitions between returning to the titlescreen after death were too abrupt as well. That aside, the idea is neat, the graphics aside from the backgrounds are fitting, and I do enjoy the music. It just seemed too fast moving and confusing to pick up and get into. It's a shame; your game concepts are pretty cool.
Thank you very much for the feedback! This game was made in 48 hours for a contest, so it still needs lots of polish and a proper tutorial, so I was thinking of making a version of it more polished. These comments help me know what to focus on.
What a lovely little game. The story was on the simple side, but the visuals were neat and the music was heartwarming and a little eerie at times.
I am very frustrated with the jump mechanic though. Especially when going down a slope, the jump button doesn't like to respond at all, and many of my deaths were due to this. The "boss" stage was quite slow paced, but I found it hilarious and was laughing the whole way through the slow motion chase.
I could have used a bit more backstory, although the items do seem to provide some grounds for my own assumptions. This is still a wonderful diversion and has lots of potential to be expanded into something even greater.
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