I repurposed one of my tweettweetcarts into this little 2 player game. The gameplay is finished I think but visually it feels like something is missing. I have plans to add a title screen and cover art. Any suggestions or constructive criticism would be appreciated! :
Chomp
Chomp 10 coins fast!
Controls:
P1: arrow keys or x, o or gamepad1
P2: ESDF or Lshift, A or gamepad2
Credits:
Music by snabisch
Sound effects by Gruber
Sprites by ivoryred, Kicked-in-Teeth, and Ironchest Games
Gave it a try with a friend. 1st, the objective is unclear : why do you lose all your coins when dying? When both players have coins at stake and the starting points are so far away from both anchor points that the chance of getting the coin are slim for both players, there is no incentive for any of the players to start moving.
When you have no coins to lose, it's easy to lose on purpose to stop the other player from getting a coin.
Maybe have a timer, and the player that has been the nearest to the coin gets it ?
When getting a coin, you don't get a chance to look at the level before moving. Maybe only move from a btnp (poke to disable auto repeat) instead of a btn when restarting a level?
Another stupid situation is when both players have too much rope and the only way for both is to release the button and die...
Aside from a timer, maybe make is so that if both directions are pressed at the same time, you get to slowly rewind rope to get out of desperate situations, while still being significantly penalized since it leaves time for the other player to get to the coin... And if both players are double pressing at the same time, make the rewind speed increase to reduce boring wait time.
I think the main missing thing is the inability to interact with the other player, other than by killing yourself or getting the coin, both actions that do not depend on what the other player is doing. You could add a star that gives you the temporarily power to kill or freeze the other player if colliding, for example.
So overall, the move mechanic is fun, even if some way to change speed as a risk/reward incentive would be nice. It's the 2 player aspect that is a lacking.
I think a bit more chaos would be welcome : as it stands, each player is just focused on what he's doing, like in a race against ghost cars. For example, an item that would randomly move the peg of the other player would both add chaos and require you to pay attention to what the other player is doing. A bonus that lets you temporarily bounce against the screen borders, even when not attached, would also be chaotic fun.
[Please log in to post a comment]