Action platformer where you shoot love arrows without a bow!
Poor Cupid, your job is to connect people and make them fall in love, but you've lost your famous bow!
No choice left: you'll have to throw those love arrows by hand… or rather, to let them drop beneath you.
Move with Arrow keys, WASD, ZQSD or a controller's left joystick and its A button.
While jumping, jump again to throw an arrow downwards. You only have 2 arrows, use them wisely!
Strange humans are raining from the sky, avoid staying beneath them!
Connect two humans to score points, and every other human in-between those two will score more point later.
If you manage to connect a lot of humans without touching the ground, you'll score a huge combo!
If a human get crushed by another one, his vengeful ghost will attack you quickly, so be careful! However, if you can stick an arrow in this ghost, you'll score a lot of points.
If you are streaming on Twitch, this game allow your viewers to interact with it for an added fun! You just have to provide your twitch channel name, and post a "$ok" message in your chat. That way, the game will consider itself authorized to post short messages (and we won't be able to spam unwilling channels!) when one of your viewer… kills you =)
Thanks you all for your nice feedback! =D
@elZach if you have any idea how could the concept be less "bland", I'll very happily take it!
@Yaro I have to admit mainly testing the game with a (xbox) controller joystick that allows to move precisely with a gentle input, I'll be sure to test the keyboard sensibility forward on =)
@Colisan maybe wrong choice of words, I'm very sorry - I honestly didn't mean to offend. On revision I'd also take it back in a heartbeat. The game definitely is not bland. I felt like the interaction as a player is a bit narrow, having a single screen and a one button action, which only operates in one direction surely is elegant design but also limits player expression, if that makes sense. <- even now I'd struggle to put that into a single word. :P
Ofcourse that's more a matter of taste than an objective design flaw or anything.
The game achieves what it sets out to be, circumventing videogame tropes about killing and fusing a good bit of humour into itself along the way, however it lacks a bit of staying power in my eyes and I lose interest.
If you'd want to take the game further, I'd probably look into a way to add some visible progression. (if you compare your game to tetris for example: Tetris has a strong feeling of progression per game, as you can see the impact of your decisions, while the blocks slowly build up and cover the screen, while your game also get's faster, but has no real lead up to something, or visuals indicator of the choices along the way)
Also some gameplay modificators like powerups or powerdowns could be cool.
@elZach wow! Very awesome feedback, thank you a lot! I totally agree with you regarding the gameplay simplicity and the feeling of progression. Those are aspects of my games I usually pay a lot of attention to (and traditionnaly struggle with)… And this time I… may have forgot a little about them ^^'
Well done! The mechanics are unique and well thought-out, and it's a lot of fun to play! One question: when one human is between a connected couple, you said that there is a bonus. Do the effects of these bonuses stack? In other words, if a human is placed between two or three connected couples, do they receive an even greater bonus, or do they have the same bonus as if they were just between one connected couple?
Thanks all again for your positive feedbacks, I really enjoy them =D
@Birdwars, yes, the effect stacks exponentially: 1st connection = each one scores 1 and humans in-between will score 2 when you'll pair them (if they don't get crushed before). 2nd connection = each one scores 2 and humans in-between will score 4, then 8, then 16, etc.
The same goes for in-air combos, but the effect is linear: 1st couple adds 0, 2nd couple adds 4, then adds 8, then 12, etc.
The reason behind those two different stacking was that in-air combos were more satisfying to do, but also easier… so I wanted to encourage planning the connection order more (it's also more fitting the theme like that). In the end tho, you always have the choice of playing the way you prefer =)
Quite a nice game ;)
Very addictive xD
I think you could accelerate the spawn because the start of the game is a little slow (you need to wait for enough people to spawn before really starting to play due to the effect stacking.
I'm not so found of the floor is lava, I would have prefer that it affects only some parts of the floor and why not kill the people on it so you need to quickly clean that part of the board to avoid loosing the stacks.
That's the best entry I've played so far ;)
Nice little game. I tried different tactics, but playing it safe is foiled with the addition of lava and trying to just kill ghosts is too hard. Wasn't obvious if you get more points by arrowing happy people or not? Cute graphics, I'm getting wonderboy vibes. Music is alright too.
I'm just not very good at it, but you've got yourself a decent game here!