Eggsplosion by Gargantus
Eggsplosion is a platformer game where you move using only bombs as you go deeper and deeper into the caves. You're playing as a miner egg dude that gets hurt by touching the floor. Also the bomb can be only detonated when it hits a wall. Will you be able to reach the golden egg?
Controls:
A,D - Move
Left mouse button - Shoot
Right mouse button - Detonate
R - Restart
Credits:
Art and code done by me
Music done by HeatleyBros:
https://www.audiomicro.com/artist/heatleybros

| Link | https://gargantus.itch.io/eggsplosion |
| Original URL | https://ldjam.com/events/ludum-dare/48/eggsplosion |
Ratings
| Overall | 605th | 3.696⭐ | 25🧑⚖️ |
| Fun | 348th | 3.761⭐ | 25🧑⚖️ |
| Innovation | 130th | 4.043⭐ | 25🧑⚖️ |
| Theme | 1400th | 3.239⭐ | 25🧑⚖️ |
| Graphics | 1282th | 3.326⭐ | 25🧑⚖️ |
| Humor | 514th | 3.205⭐ | 24🧑⚖️ |
| Mood | 1402th | 3.114⭐ | 24🧑⚖️ |
| Given | 28🗳️ | 27🗨️ |
The core gameplay feels really solid and enjoyable, and there is definitely that "one more try" feeling as well. I haven't quite beaten level 3 (I think?) yet, when the green bits start, but I do still feel that I want to complete it, which is saying a lot for a jam game.
The concept behind the green stuff that prevents the bombs from going off is good, and I think there's a lot of room for different terrain interactions like that. It does cause some frustration though, when you're having a good run and one misthrow leaves you hopping around to your death because your bomb is stuck. Perhaps making it so the bomb automatically detonates after a certain amount of time, or after the player hits the ground once? Of course that would also impact some of the more puzzle-like elements of the level design, or possibly more I haven't even reached yet.
Overall, a great core gameplay design with a pleasant presentation. This is one I could definitely see being expanded beyond the jam. Also I love the little falling animation.
But like I said it's a really clever idea and super fun overall!
I quite like the style of eggsplosion too, its simple but effective.
The mechanic of bombing yourself to "jump" is pretty neat and I liked it quite a lot. In my opinion the falling speed of the character was sometimes a bit too fast and made some parts in the game a bit difficult.
Nice game, great work!
Интересная идея, мне понравилось ^_^
* Sadly the design of the stages are not very forgiving. It might also be seen as a rage game at this state if it weren't for the fun mechanic.
* The stage design also doesn't really go well with the mechanic as well since you're suddenly thrown very tight bomb hopping and ends up pretty unforgiving.
* It might look easy to you when you play-test, but that what would be top-notch play at this point.
* The 3-life system is also very unforgiving due to the tight horizontal corridors. I was actively looking for extra health, really.
* Slowly regen health rewarded for surviving for longer, perhaps?
* If anything just making the narrow horizontal corridors wider will prevent a lot of frustrations.
* Stage 2's trap hole is not nice. That's really rough for you to do after doing that long chain of corridor jumps.
* Actually, give me instant kill floors. I don't want to do the damage drain of shame.
* Checkpoints, please.
* The idea of being not able to explode on a misfire is actually pretty punishing since suddenly you have to panic to place yourself near the bomb far away where you intend to go.
* An automatic bomb explode could help with this if they take too long.
* Instead of just a green thing that doesn't allow explosions, why not make it an area where they can't instead, that way it's much more forgiving to earlier players.
* I wish purples won't hurt you either tbh. Much more forgiving to set up jumps that way.
* With how the player controls, I think you need a bit bigger radius. People can't just immediately press left-click then right-click really quickly.
* An extra jump would definitely prevent people from suddenly getting frustrated from suddenly not making a jump from placing a bomb a few frames too late.
* Honestly doing all of this reminds me too much of those Minecraft guys trying to save themselves from fall damage by using a bucket of water when they almost hit near the ground.
* I do want to get a bit more visual feedback when you get hit, though.
I'm a stubborn guy and I do find it really fun, but despite this, these gripes I have does echo for those who want to play test your game. I bet most will not continue to the third stage.
I actually stopped at the fourth because there's two areas that require you very split second reaction despite throwing the bomb early.
I do want to see this game pushed further than the jam and I think that would be really fun to see!
It took a minute to understand what the mechanics were, but was still playable without a tutorial which is good. The art is clean and well done and overall the game is fun, but quite challenging to get used to the movement mechanics. Well done!
Btw, i missed a key to "quit" the game at the end :-)
However, each new concept was neatly introduced and the levels ascended in difficulty steadily without awfully sharp spikes. Great job, when expanded further this could make a potentially good Celeste-like platformer!