H20 Momenta is a procedurally generated tough as nails platformer with a twist. The player goes through levels, but they cannot pass on to the next one until the main character (a little treant) has his water supply has been filled. When the treant is in water there is a timer that counts down. However, there is an evil creature from the woodlands coming after him, so he must balance waiting in the water and advancing in the level!

Another key mechanic present in H20 Momenta is the shield. Once the player right clicks, a timer counts down from 3 and once it hits 0 the player has a shield for 3 second. This makes otherwise extremely difficult platforming sections doable!

Controls: WASD/arrow keys - Move Space/up key - Jump Left Mouse Button - Grappling Hook Right Mouse Button - Shield Press Esc - Exits game R - Restart E - Skip tutorial M - Mute game Esc - Pause F - Toggle fullscreen

Game made by @ConradicalGames

Music made by Juhani Junkala

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  • Kwis
    Lv. 67

    Rather messy. It's super hard to control, you get so much acceleration for a precise type of platformer. Too difficult :/

  • Jupiter Hadley
    Lv. 13

    Challenging game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/XYfIcuyIYDU

  • Veralos
    Lv. 38

    This is loads of fun to play in the rare moments when you get some breathing room. The grappling hook combined with jumping creates a great sense of speed that is a blast to experience. Unfortunately the levels are so clogged with insta-kill obstacles that you rarely get to enjoy it.

    Anyway, the visuals look great and they make the game feel very polished. The music sounds nice and the sound effects work well.

  • Fachewachewa
    Patron

    So, everything is way to fast, you can't really control anything (especially the grapple which is pretty busted, and I'm not sure why it's here).

    The shielding mechanic is a good idea to balance the procedural generation, but you never have 3 seconds to spare, the ghost is always behind you. You actually have to juste use it blindly and hope it'll last enough if you need it for a next part.

    Anyway, if you are struggling to play your own game, imagine what it's like for us..

    Oh and... Why is the title H20 and not H2O?

    Boyard
    Submitted

    Boyard

  • 89o
    Lv. 18

    Really nice concept. What I found worst about this game is that there are too many mechanics. It's best to just choose 1 or 2, stick with them and perfect them. That being said, it was a fun experience.

  • QuibbleCoatl
    Lv. 11

    Solid game with nice art that fits well together, cute little character.

    So it's already been said that the game is really hard, but damn it is hard, I think you got that already so I won't linger on it.

    I think the overall gameplay would be improved if it was slightly slowed down. The shield is a nice idea but due to the nature of the game I sort of just found myself using it at random hoping it would be useful later.

    The sound is nice but a little unfitting for a fast paced game.

    The concept and game was nice and while I can see it being fun, the difficulty kept me from playing too long. Good job overall though.

  • Karatkuro
    Lv. 1

    Really unique idea here, easy-on-the-eyes graphics, and easy to understand

    BUT SWEET JESUS this game is relentlessly hard. I died so much on the tutorial level, I forgot there was even an actual game beyond that. To make matters worse, I eventually encountered a glitch that stopped me from being able to jump until I just accepted my fate and moved on from the tutorial.

    The good news is game journalists would probably compare it to Dark Souls.

    But more to the point, I found the difficulty to not be in the level design, but the controls. Your character moves waaaaaay too fast and is one of the floatiest platformer characters I've ever seen in my life. The speed keeps the pace going, sure, but with (procedural) level design with THIS MANY obstacles in such short distances, the speed could be toned down a bit, or at the very least, the main character could be less floaty.

    Either way, nice idea and presentation, but jesus man, take me to dinner first XD

    • Conrad
      Lv. 3
      Conrad Developer of H20 Momenta

      6yrs ago

      Thanks for the kind words! Yep.. I completely agree that the game is a bit too hard, and before I released it, this was even moreso the case. Before there was no shield mechanic and the level generation algorithm barely ever spawned platforms with no obstacles. I feel like the key mechanic that you have to get used to to get far is the shield. However, all things considered, the game is still ridiculously hard and I've only ever gotten to loop 3. I'm most likely going to make a full game out of this prototype after I finish working on my current project though, so I'll try to make that version much less punishing! Thank you for the feedback!

  • Luke No Further
    Lv. 14

    A very ambitious game! Lots of little elements and gameplay idea - I like that you're a Treant that needs to absorb water - plant-based characters don't get nearly enough attention I think.

    Lots of nice little visual elements like the tiles and the player and the traps and the liquids.

    I think the application to the theme of countdown was good - I felt like there was going to be loads of games that just had 'do this in Xseconds' - but you've thought beyond that and introduced it into your mechanics and I think that's commendable.

    I think at this point - THE GAME IS VERY DIFFICULT XD - I think there's a whole bunch of little tweaks you can do to it though that maintain the urgency and twitchy pace, but just make it less punishing and soften that difficulty curve - i.e. more friction, being able to control jumps mid-air, slower pursing monster, faster water intake, make a greater variety of easier modular platforming section.

    Lot of hard work - lots lovely things!

    • Conrad
      Lv. 3
      Conrad Developer of H20 Momenta

      6yrs ago

      Thank you so much for the kind words and feedback! Yes I definitely agree that it is very difficult... I had some ideas to make it a bit less punishing but they involved adding different things that would have taken time to implement. I was thinking about changing the friction/speed but I absolutely love the speed aspect of trying to go fast and keeping your momentum (hence the name of the game). I'm pretty sure I will be making a full release version of this game once I finish my current project, and I'll take your comments into account for that! Thank you so much!

  • Pol L.
    Lv. 4

    The game is full of great ideas. Using the hook to jump from platform to platform enjoyable. The sprites are really cool but the difficulty is over 9000. I never passed two or three rooms. The procedural generation is a good idea for the game lifespan but it makes it even harder because you can't memorise patterns. Reducing the player's speed and increasing the friction could be an idea to make it more easy. I would be curious to see several minutes of gameplay.

    Run !
    Submitted

    Run !

    • Conrad
      Lv. 3
      Conrad Developer of H20 Momenta

      6yrs ago

      Thank you for the compliment! Yeah the game is a bit hard right now but I plan on making it a full release after I finish my current project, so I'll have it fixed by then! I'll take your consideration into account and see how tweaking some values relating to the player's speed affects the difficulty :)

  • Wyatt S
    Lv. 4

    the game-play is really difficult but the art and effects are really good!

    the only fatal thing though is that i have no idea what the theme is in this game, and no clue how this relates to the theme "countdown"

    but other than that it is a really cool game!!

    The Timing
    Submitted

    The Timing

    • Conrad
      Lv. 3
      Conrad Developer of H20 Momenta

      6yrs ago

      Thank you! Yeah the main flaw of this game (apart from its difficulty) is that it isn't focused around countdown, but rather has countdown elements. My idea was that when you were waiting in the water, your water timer would countdown, and the same goes when you activate the shield button.

      Thank you for the feedback!