You are tasked to feed the hungry Moody Golem.
Collect fruits that match his color by walking over them and kicking them in his mouth. But be careful, his mood changes very quick, so pay attention and don't feed him wrong-colored fruits! Punch them instead, to calm the golem down.
You can even use rare special fruits for a variety of bonus-effects.
Can you please the golem's hunger and jump, punch and dash your way to ever higher high-scores while doing so?
Both keyboard and gamepad support are in place! Walk with the thumb-stick or the arrow keys.
Jump: A-button or SPACE
Punch: X-button or A-key
Dash: B-button or S-key
How Special Fruits work:
Watermelon: If you hit it repeatedly press attack for 10 points each hit! Collect it for 100 points.
Pineapple/Ananas: Hit it for restoring 1 life and set the angry-level back to 0. Collect it for 100 points.
Dragonfruit: Hit it to send every fruit in the room flying into the golem's mouth, giving you 50 points each! Collect it for 100 points.
If you experience strange graphical issues where text and other stuff is drawn on a strange position, it is because I done goofed with the resolution-settings! To get around it, change your resolution to 1920x1080! I'm sorry...
Disclaimer: Oh no! It seems like the player-animations are missing! There is a lot of work to do regarding my time management, apparently..but it does not get in the way of the fun, promise!
Hey, nice idea to contxtualize the colors with fruit, and lovely little animations on the fruits and golem! A bit tricky to control the player with precision at times! Good job overall!Submitted
This game starts out deceptively simple, warms up quickly and suddenly you're fighting for your life to keep this hungry golem happy! :D
The work and polish put into the golem, and the art generally, is very well done. The shaking animation, the opening mouth, it all looks professional. I don't hold the player character against you. I assume that was just a time constraint thing. The gameplay is good too. It starts out slowly and gently rises to a boil!
I really missed some sounds though -- just a little bit of feedback when I toss the big lug a snack. Maybe a satisfied gulp when he eats it :)
It was also a bit unclear to me what color I should throw while the golem is shaking, so I generally avoided doing anything. Maybe if the 'incoming' color was fading in at the bottom instead of on the whole golem (assuming you continue throwing the old color).
My only other gripe is the hitbox for actually throwing the fruit. Many times I would try to run to a fruit and try to do a quick course change to the next fruit, but I would wind up just missing the first fruit, even though the character box overlapped the fruit. My guess is that that was to be more forgiving of accidentally throwing bad fruit. But I wonder if the hit box should have been made bigger and the player given a 'throw to golem' key? You might have already tried that though.
Or maybe holding down the attack button just destroys any fruit you touch, and not holding it down throws any fruit you touch.
Anyway, despite those minor things, this is really well made entry and I enjoyed my time with it! Well done!Submitted
Thanks for your detailed feedback! I'm really glad you enjoyed it this much!
It seems you experienced the exact feelings I tried to awake in the player, this makes me happy it worked so well.
Yes, audio-feedback is very important..unfortunately, this was also a problem with the time running out. I'll add some sound and nice music in the enhanced version! :)
For the hitbox: Yes, I know exactly what you mean! Without trying to make excuses, I think this is also a problem spawned by the missing player animation. I wanted to make sure you can only collect with your base/feet, not with your head, to add some depth. With the playermodel missing, it just seems that you somehow miss fruit sometimes.
"Or maybe holding down the attack button just destroys any fruit you touch, and not holding it down throws any fruit you touch." <- This is exactly my plan, so thanks for the second opinion, that this might be a good idea :D
Thanks again for all your constructive criticism!
I like the visual style and the overall mechanics. The graphics on the power-up fruits could be differentiated from the standard coloured ones, so a new player who hasn't read the instructions can tell they have unique purposes. Some form of glow or hovering affect would do the trick. The movement was a little bit off feeling, but I think this could be imroved with some pacing. I think it could get more difficult and still be fun. Really nice entry TobyMoby. The design on the golem itself is awesome, and your high-res sprites look great.Submitted
First of all the style of the Moody Golem is pretty cool. But I don´t like slow movement of the player. It could be a fast paced game but not with this movement. I would be nice if there is instead of a block a little person who kicks the fruits in the mouth of the golem, that would be pretty awesome. Overall it´s a nice game with for me a new play style (when I think about games with colours I have instantly games in mind where you have to line 3 or more same things in a row, boring).
To close this feedback I quote the harbor foreman of Ryu in Shenmue with "Keep up the good work" :D
I like the central idea here (and the bonus fruits), but this doesn't feel quite 'punchy' enough for an arcade-style game. The movement is a little floaty, and it doesn't feel like the tension builds fast enough (maybe have fruit start to spawn faster as it goes, or in waves?).
Additionally, it would have been helpful to have some indication in the main play area of which mood the golem was in (maybe change the character colour)? I found I was mainly losing because I hadn't realised there was a colour change, which I think is less fun than losing because you feel overwhelmed by how much is happening.
The animation and art were fantastic, though :) I would really like to learn how to create a similar 'painterly' style!Submitted
Hi, and thanks for your feedback!
For the "punchyness" I think there is too much visual or audio feedback missing. A screenshake here, a satisfying collect-sound there...I will add these in the enhanced version for sure!
And I agree that the fruit-spawn-progression does not feel quite right yet. This needs a lot of balancing work and time, but this will also be fixed in the future. And I like your Idea of the fruits spawning in waves, thats something I will consider implementing!
Yeah, I get that losing because you lost track of the golems color is frustrating! I had some ideas of some torches on the walls and light-effects illuminating the area partially in the golems color...but I sadly didn't have the time to implement this :)
So glad you liked the art and animations! I use photoshop and a wacom intuos 4 graphics tablet for drawing and Spine for the animations.
If you're interested in getting a more in depth look or explanation you can always follow and DM me on twitter: @hyper_freeze
Thanks again for your feedback! Your constructive criticism is much appreciated!
It was a really fun game! I really liked to play it, with all the fruits and the reaction of the golem. I would love to play an enhanced Version of this game, maybe with more stages, fruits and a reaction from the golem, when he eats a fruit? The Controls were good, but i needed some time to realise how it works. Also the speed of the player should be rethink, for me it was a little bit to slow.
But all in all, nice game!
Hi! Glad you liked it that much!
I also think, the controls, player speed and "floatyness" of the player have to be reconsidered.
As for the reactions, I actually have graphics for the golem looking angry or happy, that I wanted to implement, but didn't manage it, time-wise :D But it will be in the enhanced edition!
Thanks so much for your feedback!
This game was good, simple mechanic, but the golem gave the game its unique feeling. I liked it and the animations, not just static pictures. Also it was important that you have players heads up before golem changes or when new fruit falls. Player was bit too slippery. Too bad you didn't have time to make player animation or sounds.Submitted
Thanks for the feedback! I'm glad you liked it, and also that you liked the golem! I'm really happy he is received well! I can understand why you found the player too slippery, tighter controls are not a bad idea, so thanks!
And yes, this hurt me, too, when I realized there was no way I could make these animations in time. BUT, I will absolutely develop this game further, so player graphics and sound effects are sure to be implemented :)
A fun game! I was a little confused at first, even after reading the instructions, but the second time around I did a lot better. The fruits don't stick around long, so its definitely a pretty fast paced game, which is nice. With some more polish I could see this being a pretty addictive game!Submitted
Thank you so much for playing my game and for the feedback!
Your statement that the game can be a little confusing matches some of the feedback I got from friends. I think there are two problems here: First, there is a slight lack of visual and audio feedback for the things going on (like a grunt from the golem or something if you do something wrong, maybe an angry look) and second, the instruction-pages were rushed in the last half hour, so I think this could be done a lot clearer and easier to understand.
So, I'm hoping to improve how the game communicates it's mechanics in an enhanced version, maybe even add a tutorial!
I'm really glad you liked the game plenty, regardless. And you calling it addictive is exactly what I had in mind making it!
Had so much fun playing this game! Also the graphics are awsome!
This game is addicting! Keep up the good work! Current high score is 1080 and can't stop playing.
Things to add: -pause button -if you die, play again by pressing space
really nice game :) i am waiting for an extended version of the game