S
Sam (Deleted User)
Guest
I made a multiplayer flappy bird parody that uses non-randomized level-based gameplay, with a tight camera view port allowing for very little to be seen in the game world simultaneously, and leaving the player with a lot of lives, creating a challenging memory and skill based gameplay mechanic. Designed with mobile in mind, both players share holding the phone half and half in landscape mode, while player one may press and hold on the left view port screen to reverse flip direction of their bird, and player two may do the same with their own bird by pressing the view port on the right side of the screen.
On desktop the controls are WASD for player one and arrow keys for player two. Each level is a large maze and both players are in the same maze but start at opposite side of it vertically. The levels are parallel vertically and mirror each other so that it's completely fair for both players to have a chance to win. You win by collecting the most chunks of gold, while completely avoiding everything else around you. One touch to a wall or pipe will cost you a life and waste a lot of time as you go back to where you began in the maze. When both players run out of lives or no more gold is left to be found you are then taken to a score comparison screen and after that to the next level. Right now there are only 9 levels but I intend to make hundreds, and all of the current levels are rather large, the ones I am going to make will be the same size or bigger.
The only obstacle that moves currently are red spikeballs shot slowly out of the red pipes, so don't confuse those with gold as they use the same artwork but a different draw color, and if you are color blind stay away from only the moving spike balls.
Kinda why I made the gold chunks shaped the same was to make the players question whether or not that is something good or bad to touch as the how to play screen tells them to collect gold points - it's intentional, I wanted them to kinda find out "by accident".
You can navigate your bird by pressing the screen temporarily and then releasing - going back and forth between the two and adjusting how long and when you hold down to navigate the best you can. Does all of this sound like a decent idea for a game?
There are a lot more moving obstacles I plan to add and this game is actually a really old project of mine I never really finished so I decided to work on it again for a while.
Rate 1 to 5, graphics and concept/gameplay separately. with complete honesty. Don't be afraid to be a critic. I want to know what people think and more importantly if you rate low let me know what I could do to make it better as that's the whole reason I am posting this.The game is on gamejolt but the version on there is outdated, feel free to look it up on there if you want to play it with older graphics.
On desktop the controls are WASD for player one and arrow keys for player two. Each level is a large maze and both players are in the same maze but start at opposite side of it vertically. The levels are parallel vertically and mirror each other so that it's completely fair for both players to have a chance to win. You win by collecting the most chunks of gold, while completely avoiding everything else around you. One touch to a wall or pipe will cost you a life and waste a lot of time as you go back to where you began in the maze. When both players run out of lives or no more gold is left to be found you are then taken to a score comparison screen and after that to the next level. Right now there are only 9 levels but I intend to make hundreds, and all of the current levels are rather large, the ones I am going to make will be the same size or bigger.
The only obstacle that moves currently are red spikeballs shot slowly out of the red pipes, so don't confuse those with gold as they use the same artwork but a different draw color, and if you are color blind stay away from only the moving spike balls.
Kinda why I made the gold chunks shaped the same was to make the players question whether or not that is something good or bad to touch as the how to play screen tells them to collect gold points - it's intentional, I wanted them to kinda find out "by accident".
You can navigate your bird by pressing the screen temporarily and then releasing - going back and forth between the two and adjusting how long and when you hold down to navigate the best you can. Does all of this sound like a decent idea for a game?
There are a lot more moving obstacles I plan to add and this game is actually a really old project of mine I never really finished so I decided to work on it again for a while.
Rate 1 to 5, graphics and concept/gameplay separately. with complete honesty. Don't be afraid to be a critic. I want to know what people think and more importantly if you rate low let me know what I could do to make it better as that's the whole reason I am posting this.The game is on gamejolt but the version on there is outdated, feel free to look it up on there if you want to play it with older graphics.
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