Momentum Rush

  • Platformer
  • Monkosum
  • 11 months ago
  • 68th

Description

You have to get through an obstacle-course as fast as possible to get a good ranking.

Feedback
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  • Kwisarts
    Kwisarts Kwisarts 41
    10 months ago

    As mentioned, lack of control when mid-air.

    I do however LOVE the wall jump mechanic. The way it's done is far better than most I tend to see, where it gets confusing. In your game, it's counter-intuitive, but it's easy to use and just love that.

  • Fachewachewa
    Fachewachewa Fachewachewa 36
    10 months ago

    This may be the most unintuitive platformer I've ever played ahah :D

    It's weird because it seems like you know what you're doing gameplay-wise, as movement can feel pretty good (when it's not the strangest stuff possible).

    So, first, like Ivar said, the game is well named I guess, but the jump height can be really high sometimes, and it feel unfair to die because of something you can't directly control.

    The wall jump feels good too BUT it's sooo counter intuitive. Especially since it kinda works like super meat boy at first, so you want to press the opposite direction of the wall to "unstick" to it, not JUMP AT 800KM/H IN THE OPPOSITE DIRECTION. I can't find a reason why you didn't just use the jump button to make the character walljump. There's already wall sticking, so no reason to press any direction for the jump (since you can't control the angle anyway).

    Again, like Ivar said, the dangers blend too much with the rest. But the lasers are a REAL problem here. They appear suddenly, but then fade for ages (and still have an hitbox). Usually in games, it's the opposite, with fait laser being the startup, non dangerous state. If you want your lasers to be sudden, that's ok, but they shouldn't disappear so slowly, and it should be clear whether they hurt you or not.

    Anyway, I didn't manage to beat any level (there's always a "FU" point where the level has a danger right where you land after a series of obstacles, like the arrows in level 1), but I did try as much things as I could, and it's nice to see variations and new stuff between levels.

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley 9
    11 months ago

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

  • Ivar
    Ivar Ivar 16
    11 months ago

    Good game! (Don't listen to adrian09_01. He is a bitch.)

    Here are my records: D - B - B

    Pretty well-coded engine! I didn't find any bugs at all. The wall jump is easy to learn and fun to use but there are some other things that bother me:

    • The momentum is uncontrollable. So powerful you named the game after it, Haha.

    • I think the first level was a bit too hard (especially the first arrow dispensers)

    • The bullets from the guns were hard to see (also the lasers when they were almost invisible).

    • There is no countdown. Just a "countup". Nothing happens when the time is over.

    When making a game, it's not bad if some elements aren't completely fair. It often feels fairer if it is designed in the favor of the player. I think your game is difficult because it's too fair.

    But overall a fun game after you turn off the music. Please make it longer than 2 seconds next time.

  • adrian09_01
    adrian09_01 adrian09_01 4
    11 months ago

    Mediocre art, mediocre music, and the gameplay trying to be Super Meat Boy and failing a bit. Next please.

  • 89o
    89o 89o 10
    11 months ago

    Really nice little platformer! I enjoyed it, even though I won't even start about how hard it was. the art could use a bit of improving, and the sounds too. ALso, I think that the movement is a bit too floaty nad you can't make precise jumps. It's like you wanted to make movement like in Super Meat Boy but went a bit too far. Even though, I loved the gameplay. Fantastic entry!

Post-mortem

Until the first day of making this game was over, it was something completely different. In May I made a game called "Red's Colloseum", and this game was almost the same, but with a countdown. I decided to change the genre of the game, which was a good idea, because I still had enough time to finish and it was something different than my last game, but also a bad idea, because I lost a lot of time. This caused bad music and ugly levels. This is what i would have fixed if I had more time. Because of this change, I thought the gameplay would be bad, but besides the momentum there are no problems. I may work as the coder in a team next time. Then there would be someone else making the music, the sprites, the leveldesign and the concept. I also liked the feedback, since it's not just the numbers you get at the end, but there are also people commenting on your game. Because of that I know why it got a good score at stability, and a bad score at sound. GM48 was an experience I won't miss in the future. I will make another game, keep the problems of this game in mind, and improve my GameMaker skills.

Result 68th
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