IN THE minimal NEED OF A POTATO by nicso

[raw]
made by nicso for LD26 (COMPO)
Grab the 11 holly potatoes (ok, not really holly), in a minimum of time. You'll have to jump/slide/die trough a minimalistic level, witch will dictate the gameplay by his 4 colors.
arrows to move
X to do an action
Oh and, potato.

Done with the flixel lib,SFXR, photoshop and flashdevelop.

Ratings

Coolness 71% 3
Overall 3.30 416
Audio 2.41 730
Fun 3.02 526
Graphics 3.65 208
Humor 2.52 381
Innovation 2.90 739
Mood 2.81 611
Theme 3.11 946

Feedback

AdventureIslands
29. Apr 2013 · 00:04 UTC
Nice and simple. The graphics are ok.

lots of pixel perfect jumping is required though, death is a slapt to the wrist, but perhaps the controls and hit detection could have been bit more adjusted.
texel
29. Apr 2013 · 00:40 UTC
Frustrating -- far too much pixel perfect jumping involved.
joeyhammer1
29. Apr 2013 · 01:10 UTC
Very hard but very good idea!
SomeNetworkGuy
29. Apr 2013 · 02:21 UTC
At first it was fun. Then it was frustrating because of the difficulty.
ps3master72
29. Apr 2013 · 02:25 UTC
cool game, loved it!!! simple and fun!
Killswitch
29. Apr 2013 · 03:44 UTC
It can be frustrating sometimes for right-timing. The graphics are nice and it's somewhat fun.
nSun
29. Apr 2013 · 09:59 UTC
11:21.64 with 93 deaths...
La première patate après le premier checkpoint a failli me rendre dingue (j'essayais de passer par en dessous...)
En effet, c'est chaud (hitbox, inertie...), mais c'est justifié et cohérent.
Good job !
Linus Lindberg
29. Apr 2013 · 11:28 UTC
Very fun! A bit frustrating!xD
Colapsydo
29. Apr 2013 · 11:34 UTC
Great idea, nice realization, potatoes !
Tbaggi
29. Apr 2013 · 12:06 UTC
Thanks for puting checkpoint on your game!!! xD
cacciatc
29. Apr 2013 · 16:04 UTC
Just what are those white death bars made of? Nice entry.
Casino Jack
29. Apr 2013 · 17:45 UTC
For the life of me I simply can't get past that green area with the up/down blocks! Are those spikes hanging down from the ceiling that kill you?
Martin_Monosys
29. Apr 2013 · 21:47 UTC
Far too hard for me... collision detection is very unforgiving, can't seem to pass the green area... :(
Skywilly
30. Apr 2013 · 17:08 UTC
Super dur mais quand on a fait VVVVVV, pas moyen d'être effrayé ! C'est très inspiré, bien fun et quelquefois super bien pensé. J'aime beaucoup :)
JimmyLord
30. Apr 2013 · 19:07 UTC
Fun game, neat mechanic for changing ability. controls are very sensitive and collision checks are unforgiving. Had fun, died 44 times :(
Jellycakes
30. Apr 2013 · 22:59 UTC
Very cool, I liked the change in mechanics. Fun little platformer kept me interested until the end. Nice job!
uncade
01. May 2013 · 16:43 UTC
A little hard, but I thought the art was really well made and the colors were really bright and aesthetically pleasing!
TammiLion
03. May 2013 · 16:39 UTC
Quite hard. At times pressing left or right paired with a bit too much movement to be able to control the character. I had a lot of trouble with the hanging blocks too haha! Aesthetically pleasing indeed ;)
Cake&Code
04. May 2013 · 08:51 UTC
The jumping mechanic was frustrating. I found myself doing the same area over and over again due to how, as others put it, "pixel perfect" it was. (It describes it well, to be honest.) I noticed that the colored areas affected movement and jump, which was fun. That damn blue area though... :P Great work!
euwaku
05. May 2013 · 08:54 UTC
Cool concept, gameplay kind of tight and discouraging when losing endlessly. The hero sprite is really well done!
BrothersT
05. May 2013 · 09:07 UTC
When you slide you lurch forward before getting down to the floor so there was one bit where I had to slide through the gap but there wasn't enough of a run up to get down before I hit it. Hit boxes were a bit dodgy - It might even be an idea to forgive the player a pixel or two so that there's more "phew I got through" going on, than "bloody unforgiving game". Every time you step forward it carries on for a split second. which means if you're trying to line yourself up in that thin little chimney, it's not really in your power to control whether the player steps too far or not, unless you step back, and forwards, and back, and forwards, and again and again until you think you might be far away enough to not hit the wall when you step forwards again - and if you go too far or not far enough after that it's unbelievably frustrating because you know you've got to go through the whole process again. I like your idea about the colour zones doing different things. Just needs sharper controls.
Oye Beto
05. May 2013 · 21:55 UTC
- I have to slide in a small orange space. It seems impossible because my character won't start sliding in such a small space D:
- I liked the animation of the guy
- The death sound is kind of annoying
- The mechanic looks like a good idea but it needs to be implemented with better level design.
imagnity
07. May 2013 · 18:43 UTC
Make it a little easier please. It's too hard. If I am a player, I want to have up and down in difficulty so I will keep playing.
CrazyGage
07. May 2013 · 19:05 UTC
Good game. really hard due to the slightly wonky control. hard to do anything in small measures. Otherwise, I really enjoyed it.
AlexFili
09. May 2013 · 17:43 UTC
Very good game but it's so hard. The collision detection is pixel by pixel and that can be very frustrating. Nice animation and good graphics overall.
sP0CkEr2
12. May 2013 · 04:39 UTC
not bad -- little to strict on the jumping -- great job
Yezu
12. May 2013 · 15:14 UTC
Difficult. One needs to be very precise. But I like the idea of the background colors impacting the way the character moves.
numpad
12. May 2013 · 17:25 UTC
This is great! The innovation is 5/5. I loved the different background effects, even thought the controls were really annoying and needed more polish.
The game was kinda hard and sometimes frustrating but in general it was good.
Angerus
14. May 2013 · 09:24 UTC
Simple but still fun and nice. I just love the avatar animation!