Good job. I played it for a while; so I cannot say it doesn't pass the test--it feels extremely faithful and good. I can tell you spent a bit of effort to nail the physics.
I think the general aesthetic works--even kind of resembles some of the lesser box art branding for the game. But it almost seems like the artist was trying to make the art assets look bad. Why!? You did such a solid job with the game otherwise.
Clever UI control scheme once you discover it.
I would recommend at least putting the dynamite counter, if not also the lives counter, at the bottom of the screen with the oxygen (I think that's what that was?) meter. Keeping them together let's me "keep my eyes on the road", rather than darting to both extremes of the display and away from the playfield. There was one point where I was next to a wall; I looked down and didn't see any dynamites or any indication of whether I had any. I instinctively pressed down to check and I guess mentally I was not prepared to see a live stick of dynamite at my feet. Suffice it to say, I didn't survive!
Im have forgot completly to reply to this comment as im was focus on other games (like Head Over Heels and such).
The main reason the status is in top amd buttom is im only have one line to do all stuff to avoid to have too many issues with all kind of screen ratios. Score and bombs can newer on the bottom as its may cover by the fingers as well.
Im designed like that in the 2009 game as well. So im choosen to keep as its was.
Also its a second attempt for remake this game (first was from 2009 if im remember right).
Btw the art assests for sprites is all from 2009 game, but got new tiles for this version. Im wanted to do that as a spirit from my the first version.
Howover im does think the oxegyn is a bit too short, but all levels is completable throught.
Im have extended that a bit again in v1.02, but only in the normal play, not in pro mode, when the game choose random levels. So you have change to explorer the levels im did better.
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Good job. I played it for a while; so I cannot say it doesn't pass the test--it feels extremely faithful and good. I can tell you spent a bit of effort to nail the physics.
I think the general aesthetic works--even kind of resembles some of the lesser box art branding for the game. But it almost seems like the artist was trying to make the art assets look bad. Why!? You did such a solid job with the game otherwise.
Clever UI control scheme once you discover it.
I would recommend at least putting the dynamite counter, if not also the lives counter, at the bottom of the screen with the oxygen (I think that's what that was?) meter. Keeping them together let's me "keep my eyes on the road", rather than darting to both extremes of the display and away from the playfield. There was one point where I was next to a wall; I looked down and didn't see any dynamites or any indication of whether I had any. I instinctively pressed down to check and I guess mentally I was not prepared to see a live stick of dynamite at my feet. Suffice it to say, I didn't survive!
Im have forgot completly to reply to this comment as im was focus on other games (like Head Over Heels and such).
The main reason the status is in top amd buttom is im only have one line to do all stuff to avoid to have too many issues with all kind of screen ratios. Score and bombs can newer on the bottom as its may cover by the fingers as well.
Im designed like that in the 2009 game as well. So im choosen to keep as its was.
Also its a second attempt for remake this game (first was from 2009 if im remember right).
Btw the art assests for sprites is all from 2009 game, but got new tiles for this version. Im wanted to do that as a spirit from my the first version.
Howover im does think the oxegyn is a bit too short, but all levels is completable throught.
Im have extended that a bit again in v1.02, but only in the normal play, not in pro mode, when the game choose random levels. So you have change to explorer the levels im did better.