Game instructions:

  • Jump / fly: Tap UP direction or Button 2 (X on keyboard) to jump. Then, tap and hold to fly. Release and tap again to control the height. Use LEFT and RIGHT direction to maneuver.
  • Shoot Laser beam: Hold FIRE button to shoot a short laser beam continuosly (SPACE or Z on keyboard, Button 1 on gamepad).
  • Lay Explosive egg: Tap the opposite direction to turn away, and hold DOWN to crouch. While crouched, tap FIRE button, then run in the oppotie direction (otherwise you will be caught in the blast and lose a life).
  • Breakable walls are shown in white color, and will usually block your progress. Use an explosive egg to blow them up. Alternatively, a laser beam may also be used, but it takes a longer time to destroy the walls.
  • Magma walls have a glowing red color and must be avoided. They will damage you if touched.

Repository info:

Github page: https://github.com/AxeLanderMoreira/omega-ostrich

License: MIT

Updated 18 minutes ago
Published 2 days ago
StatusIn development
PlatformsHTML5
AuthorAxeLanderMoreira
GenrePlatformer, Shooter
TagsFlying, Superhero

Comments

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Great work, this is a really fun concept with solid gameplay mechanics. The player movement and controls are working nice. Cool explosion effect from the egg. I managed to beat the game. I have just a few suggestions for you, feel free to ignore....

  • Allow the player to change facing direction while crouched. This would be very useful when laying eggs.
  • Death animation could be more dramatic, and maybe speed up the respawn time too.
  • I found it difficult to get close enough to the red wall to blow it up without dying. I was confused how sometimes I could blow up the red walls and sometimes not (like at the start of level 2). It would help the player if it was obvious which walls were breakable.
  • Maybe give the player an unlimited supply of eggs or a way of replenishing them because you can get stuck without any.
  • Visually could use a little more polish. It doesn't need a ton of work but for example, if there was a thin brighter outline around all the solid areas. Depending on your setup this may be super simple to do. Also try a little color or even particles to the background to give the scene some more depth. This could also help each level feel different.
  • Instead of rendering to a super low res canvas, I think you could achieve the same pixel look with a high res canvas with better results. 
  • A sound effect when you rescue the monkey would be nice.
  • For the start screen, try arranging a simple scene by manually drawing some of your sprites really big behind the text there so it isn't just black. This kind of treatment may seem trivial because it is not gameplay but it really goes a long way to making players feel your game is complete.
  • Give the game some narrative context. Why are you a super powerful ostrich rescuing monkeys? It can be a silly story, just a few sentences in the game description. AI could probably give you a few ideas to get started if you are stuck.

Looking forward to playing again soon!

Thanks for the detailed feedback and valuable suggestions!

I have implemented suggestion #1 (crouch/dropping eggs behavior), and allowed gamepad button 2 to jump/fly as well (improves the experience on D-pads).

I'll try to apply some of the other suggestions on time for the deadline of the Game Jam, but I also want to keep game.zip small enough to be eligible in the JS13K category.

In any case, I certainly intend to keep on developing the ideas after the Game Jam ends. I really like Little JS's lightweight design, in comparison with other JS frameworks (e.g. Phaser) which sometimes feel a little bloated and difficult to debug.