Don't Drop The Egg! by rk3Omega
You just stole an egg from ol' Mother Clucker! Get back home with it as fast as possible, but be careful not to drop it!


Ratings
| Overall | 315th | 3.917⭐ | 26🧑⚖️ |
| Fun | 120th | 4.042⭐ | 26🧑⚖️ |
| Innovation | 1457th | 3.167⭐ | 26🧑⚖️ |
| Theme | 1164th | 3.688⭐ | 26🧑⚖️ |
| Graphics | 647th | 4⭐ | 26🧑⚖️ |
| Humor | 935th | 3.104⭐ | 26🧑⚖️ |
| Mood | 982th | 3.5⭐ | 26🧑⚖️ |
| Given | 18🗳️ | 33🗨️ |
@nanoarch Thank you! Good to hear about the difficulty. I was worried I had made the levels too difficult. Still concerned, but I feel much better about it now. :)
@svntax Thank you. It was going to be the third level (first level jumping basics, 2nd level wall jumping, then teach the egg mechanic), but while watching it get testplayed, my tester didn't realize variable jumping was a thing, which caused them to die a lot. So I added the now 3rd level to try and get the player used to variable jumping. Which glad I did, I quite liked the 3rd level. :D
I really hate falling damage. This is not an offense to you, because a game can be amazing but for some reason falling damage can ruin a lot for me. Keep in mind that this is just my opinion and others might love it. In fact, as I'm writing this I think it might this might not be good feedback after all.
I didn't like the force fields that pushed you in the air, at least I didn't like them combined with falling damage. I got annoyed when I cleared all the spikes with an insane jump only to realize my legs were weak and I died.
That's pretty much everything I didn't like, but it's because I just hate the fall damage mechanic in general which is completely my own problem.
Now open a good ol motherclucking bottle of champagne because here comes the good stuff you should celebrate:
I really like the polish on the jumps. I've played super meat boy for 5 hours if steam isn't lying to me and the controls feel very much alike. The fact that you kind of jump and slide along the wall if your take of is near a wall feels very smooth. The height difference adds complexity to the platforming and I could go on about the polish you've added to the platformer controller but you know what you made so I'lll just say the controls feel awesome.
I also liked the level design and how you introduced the mechanics. Even though I'm not a fan of fall damage, the fact that you had to slide of walls to reduce your speed to the ground and thus not have to deal with fall damage was introduced in a very intuitive way. That along with some other levels made me like the level design a lot.
I'm a big fan of the pixelart. The animations were nice, The tileset for the ground was well made and the mountains in the background didn't pull my eyes away from the player but it was pleasant on a subconcious level or just if I was in an idle position looking at the game.
The music rocks. The chiptune tracks didn't get annoying and that's special because most chiptune trcks I've heard hurt my ears after playing for a while. It really added a lot of value to this game.
Overall I think you've made an amazing game and I'm very impressed by the fact that you've pulled this of in such a short amount of time. I really like playing the game and would consider it in the top 100 of all platformers on itch.io. This game really feels like a finished game already aside from some polish like particle effects (although I didn't miss them while playing). Great job!
Edit: Just saw you held an egg which is very cool and perfectly alligned with the theme. It also is a good explanation for the fall damage although purely gameplay wise I still don't like it. Amazing game!
@barwani That's a really good suggestion. I could play an animation if you're falling too fast. I'll make a note of that, thank you!
@plantleaf You honestly didn't bother me. :D Mentions are nice because they make you feel like people know you. It's kinda nice when I get mentioned outside of my own server. :) Thank you for the in depth feedback! It's funny. I'm a little ashamed to admit how long it took me to realize that I just made a platformer with fall damage. (Somewhere within the last 9 hours) But I think it's interesting how such a simple concept has a large impact on how the game is played. :) I'm curious to see what others think of the wind, lmao. Even when making them I was like "People are either going to be meh about these, or they're gonna hate them" and I'm leaning more towards hate. :D
The pixel art was great, and the music was very catchy, although just a bit repetitive.
Perhaps i'm horrible player, but i found it a bit hard to control the height of the jump by releasing the space button. I felt like always i jumped too high. The wall slide and wall jumps felt perfect imho.
I liked how the air pushing you up felt. It was very clean and intuitive.
Great game! Really good job.
Especially in the level with the wind, it felt like the two mechanics are working against each other. The fun part about the wind for me is that it can catapult you fast and high, but the fall damage won't let you use it that way.
Other than that, the overall package feels polished, with solid controls and visuals.
Take my criticism with a grain of salt, as I'm generally not the biggest fan of precision platformers, nor am I very good at them. :sweat_smile: :v: