You can achieve each star by completing different challenges within the level. For each challenge, you can achieve a bronze, silver or gold star depending on how well you do.
See if you can get all 3 gold stars. For this entry I tried to reflect the theme in the game play rather than the setting or plot. In my previous entry for the Construct jam, it was a bit more plot focussed, theme wise, so I wanted to do something different this time. Like my previous entry this is a platformer where strategy is key, but with this game it is more puzzle focussed rather than action, and you can play at your own pace. I hope people will enjoy playing this game and trying to figure out how to obtain those 3 gold stars.
If anyone gets stuck, needs some hints or thinks they have discovered any bugs, please let me know what they are. While the starting idea is interesting since I do like a lot games revolving around getting bigger and bigger, this game does not succeed in taking the cake.
This game looks like it was made ten years ago, if so he would look acceptable but it is not by today standard. The sprite used for the pig is too basic and the hud is just a couple of letters incrusted quickly atop the screen. The platforms are just big lines, there is little to no background and you can actually see the line where the background is repeated. This is unnaceptable by quality standards. The breakable blocks doesnt look like breakable blocks. It does look like the game was made in mspaint.
First impression is paramount, a game that look that bland and rushed will aggravate it's ranking. Even though looks arent everything I think it is one of the main issue with the game.
If you gave it a little polish by making a more complex character sprite or some detail backgrounds it could help a lot. Maybe your specialty isnt drawing but coding.
In that case I would suggest you find an artist that would take over the whole drawing part. Perhaps because it doesnt seem that your game is retro. The noise the pig is making each time he eat an apple is fine at first but it's really getting on my nerve after the first dozen apples. You should look for a more satisfying sound that would give that extra push the player is looking for while getting the apples.
The pig look more like a cardboard cutout than an actual pig. Maybe you should try to make it feel like some kind of softball, so even if he gets big you can try to wedge him through slightly tinier spots instead of having him go into a complete halt everytime the obstacle is an inch over his height. There are also little possibilites is gameplay.
It would be nice to know when you are heavy enough to smash trough some blocks And that those blocks are breakable in the first place. Plus adding some extra move would smooth out the control and give the player the idea he has more control Possibility to double jump or pile dive up or down or maybe spin to give yourself some momentum ala sonic -On to level design : This is a cluster, a complete mess. There is barely anything to salvage here, the apples seems to have been put at some place at complete random, the platforming makes little to no sense, There are barely no indications on what everything does.
On my first try I ended up reaching the pool of mud without even knowing it would end the level by going underground and then going up the only way I could by the blue ladder.
It also seem that you cant just collect apple randomly since some apples are quickly getting out of grasp if you go too big so you have to carefully pick what apple you want first. This gives to the game a layer of exploration and think through that shouldnt be the focus, not if you cant see all of the map at once. But with the previous flaw I mentioned I doubt anyone would have the patience to go through the game to achieve that score.
The game should provide more levels, with puzzles to make itself interesting but could also be a relaxing destruction game. It's up to you now. But most importantly : Put actual effort into the design. Hi, I appreciate what you have said and I agree with a lot of it, my excuse to most of it is a lack of time, I'm not an artist you are right, but I could do better, I didn't focus on the visuals at all, just trying to get an idea across if anything. I did use ms paint for quick temporary art.
Please don't suggest I didn't make an effort, that is an outrageous statement. Something I must disagree with is that there is a massive difference in the movement when you get bigger, you can jump really high, far and move quickly when small, the opposite is true when you are large. I think some of the problems you have found are to do with me trying to not make it obvious how to do it straight away, the breakable blocks are different, at first I wasn't even going to do that, but I didn't want you to necasarily know you could break anything at first, I thought it would be a fun surprise that would lead to more thought.
As for the soundtrack I wouldn't call it retro myself, so I plain don't get that one. Most of the apples have been thoughtfully placed so you have to really think about what order you do the level in. I agree the art can of course be improved upon a huge amount, it's not a finished game by any means.
Obviously I would like to add more levels and puzzles. I just focussed on the one level for now as I made the game in just over one day, and wanted to focus on making one thoughtful level. I thought it was interesting that you want the apples but often need to avoid them, sound effects were also rushed and I agree can massively be improved upon. If I develop the game I think it might be a good idea to switch the main focus to finishing levels rather than finding all the apples like you said.
Also yep the HUD is extremely basic as I didn't see it as a priority at this stage. If people don't enjoy trying to get the 3 stars that's a shame, the idea is to try and search and discover the apples and level, not to know where they are to get them, I think that would be extremely boring personally. So to some up I agree with the sounds and art, the level design is visually ugly but I believe it is challenging and thoughtful, although I would like to do a lot more with it.
I think you are being overly critical of a clear very basic prototype, but I guess it's fair enough as people expect a lot from games that are featured. Everything you said are obvious things to address if this was to be made into a full game. Sorry to hear this. But glad you liked the concept. Hopefully I will be able to make it more exciting with further development. But hey! U use construct 2 and let the standard stuff there! And hey, how do you lose or win the game?
I would like to start by saying well done with your game entry. I like that you have these questions as the theme was "the unknown", hopefully you can try and enjoy figuring out the answers for yourself? Like most puzzle games you can't die, but if you are trying to get all the apples and get them in the wrong order and can't progress then you have failed and must restart, which you can do anytime by hitting the [RETURN] key.
Try and get 3 gold stars. Start by trying to find all the apples. Yep stared with a basic construct template and went from there, I've added a fair bit but left some in because it worked well with my mechanics. If you get stuck, try rethinking the order you are getting the apples in.. To complete the level roll in the mud bath. Hey, thanks for the constructive criticism, I appreciate it. He then breaks free from the planet and moves to Utopia to satisfy his stomach.
His first official appearance in the games is in level Utopia as a regular character. He is smaller than he is in He unofficially first appears in level S Despite his extreme size, he is easily popped. The Big Burp , which is the Big Bork boss seen during the beginning cutscene, awaits the player on level , in which he is large-sized and serves as a boss. Like its fellow pigs on Earth, the Big Burp is also unintelligent, as it eats everything in sight, allowing hazardous objects to easily harm it.
The player must wait until the Big Burp rotates so that the desired hazards can enter its mouth. The player can either knock asteroids into its mouth, feed it burnt popcorn by hitting the popcorn generators, or even hit the Big Burp with the Birds themselves. However, only Bomb and Terence will do any noticeable damage. Continuously feed the Big Burp hazards until it coughs up an eggsteroid , which cannot be obtained. In the ending cutscene for Utopia, it was revealed that the Big Burp had consumed the eggsteroid belonging to the Ice Bird.
Coughing up the eggsteroid reduced his size to a mere Large Pig with spots. The Big Burp is one of the three bosses who have achievements named after the respective bosses, along with Handy Man and Sub Pig.
El Porkador is Fat Pig's villain identity, his main enemy is Wingman and commits crimes around cities, such as robbing banks. He is used by the pigs as an weapon to defeat the birds and steal the eggs, however, Terence is always there to help and defeat him.
Fat Pig wears a red Lucha Libre mask with silver lines that lead into a fork left eye hole part and knife right eye hole part and with a cracked egg symbol seen on his forehead. He first appears in the El Porkador! He then appeared as the Cyporkador on the Wingman Tournament II , where he is part machine and part pig, along with Cyborg pigs. He also appeared in the Junk Food Tournament , where he is strong and burps when defeated. In this tournament, his appearance is different, he lacks spots and his body form is oval-shaped rather than a circle.
A similar fat pig appears in Piggy Tales: Third Act. It seems that he loves pancakes and does not dance the Tango. He first appears in Batter Up , eating pancake dough that Chef Pig makes. He then reappears in Let's Tango trying to dance the Tango with a regular-sized pig. He then reappears again in For Pig's Sake , sitting in a chair and obstructing the view of a pig. His last appearance is in Final Curtain , being attracted again by pancake dough.
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