- Excellent execution, perfect look and sound; Really easy to get stuck tho... - Are you going for a single level like in "Getting over it" or many small levels? - Maybe hitting an obstacle with your legs shouldn't be punished? It comes as counter intuitive to me; hitting an obstacle with the head is enough perhaps. - Maybe infinite jumping is a bad idea? You can add a duck, a swan, a kiwi bird etc. with different collision box sizes, different jump heights, air control and number of jumps before falling? - This starting level gets too difficult too fast, spread it out a bit more I would suggest. - The overall quality of the game is EXCELLENT. Great work.
I'm planning to make a single level like in "Getting Over It". I'm not planning to add any other jumping mechanics because I wanted to keep the project scope small but still make it feel good. I agree that the starting level gets too difficult too fast. New concepts are introduced way too fast and I'll try to increase difficulty slower in the final release.
Thanks :D oh that's a cool challenge! My absolute best time is 8.95 seconds :D you can go below 10 seconds if you do a "speedun route" but you should be able to go below 15-20 seconds if you don't hit any obstacles. Let me know what your best time was :)
Whew, 8.60! I was intimidated by your time at first and wasn't sure if I could beat it, but I just barely did it. Looking forward to the full release! ^o^
WOW! You beat me so fast after I replied :D What's even more impressive is that time starts when you jump for the first time (I did it that way because it was the easiest to implement at the time) and given that you start jumping from the center of the screen and you have to avoid some obstacles, you could probably shave off some time if you started jumping from the right side. That's what I did in my speedruns. Additionally if the camera behaved better and would give you more space for you to see ahead you wouldn't have to stop at 0:10 and you could just jump non stop. Maybe a sub 8 seconds is possible.
Congrats :D I think it's pretty safe to say you might be the best Bravest Chicken player in the world right now :D would you mind if I posted a link to your video on Twitter? I'd love to share your speedrun :)
I wasn't aware of how timing started! I don't think it would save me any time, since AFAICT moving to the side doesn't slow your ascent and I was already fullhopping from the start, but it would certainly make the beginning much more consistent.
One trick I could've done that I didn't is that you can end the level by hitting the side of the green instead of landing on it like I did. But I hadn't gotten a feel for exactly how the chicken and the green's hitboxes interact and didn't want to risk a good run, so I went for the safe route.
The camera had nothing to do with why I stopped, actually! I'd already memorized the level and knew everything that was coming. I stopped because it halted my momentum and made the skip I did a lot more consistent. In particular, if I lined up myself with the little notch right below, that got me perfectly in place to do a really natural left-right-left-right swerve. Though, if the camera was better, I'd probably be more willing to find some trick to get through the gap without needing to stop.
Sub-8 is definitely possible if both of these tricks are implemented, but I'm gonna wait for the full game to try for better times.
And sure, you can share it! Though, would you mind uploading it as a video instead of linking it? I would prefer my channel not be linked. Here is the original .mp4 on Google Drive if you'd like to use that. I also have some footage of my failed runs leading up to this run if that sounds like something you'd want to see.
For your future levels, you should definitely incorporate more seemingly-random gaps in the geometry like this. I really felt like I was making my own path and I felt like a genius when I found a way to make that skip consistent. You've definitely earned a future customer in me! I can't wait for the full game now! <3
Yeah the trick with hitting the side of the green instead of landing is sort of something I think I'll change. It's because the "finish the level" hitbox is the exact same length as the landing platform and I suspect that when you hit the side of the platform, the collision with the "finish the level" hitbox also happens.
As for adding random geometry gaps I think it's a great idea and I'll add more of them :) initially their purpose was to allow falling down through them but make going up through them very difficult, but I think that if the player is skilled enough to go through it then that's great.
Thanks! I'll post the video on Twitter :) and again - very impressive you got such a good time in such a short period of time :D
well I completed it in 9m11s, pretty cool game with a really fun premise but I do find the camera not favoring fast movement, I ended up just memorizing the pattern somewhat. It also gave huge Getting Over It energy but the controls do feel a bit hard to judge.
All in all, I do like this game and even with its flaws, was quite a refreshing experience. As you have mentioned in previous replies though the difficulty does ramp up a bit faster than necessary. But still, hope to see it release on Steam someday~
Thanks for playing and leaving a comment :) I agree the camera doesn't follow the player fast enough. I'll change it in the future. What do you mean by "controls do feel a bit hard to judge"? As in it's hard to predict where you'll go after jumping?
I'll release it on Steam for sure :) originally I planned to make the game in 3 months and release it at the end of December but I've realized that it's too ambitious and I'll be working to release it in the next 4-7 months. :)
That's so cool! thanks for playing :) yeah I think the game gets too difficult too fast. After watching a few playthroughs it's clear to me that many players get to a certain point and they absolutely can't beat certain obstacles. I'll try to design levels so that they teach the player how to beat the next challenge. Also, about the camera: yeah I think it doesn't let you see where you're going well enough. The camera system is fairly simple and it simply follows the player around without taking into consideration how fast the player is going. I've added this to the list of things to work on.
Oh no, I'm sorry :( I'm aware of this bug but it happened so rarely that I decided to release the prototype without fixing it. Unfortunately the only fix for now is to restart the game. :( The bug is related to some flat obstacle hitboxes that shouldn't be there. I'm adding this issue to my to-do list right now.
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- Excellent execution, perfect look and sound; Really easy to get stuck tho...
- Are you going for a single level like in "Getting over it" or many small levels?
- Maybe hitting an obstacle with your legs shouldn't be punished? It comes as counter intuitive to me; hitting an obstacle with the head is enough perhaps.
- Maybe infinite jumping is a bad idea? You can add a duck, a swan, a kiwi bird etc. with different collision box sizes, different jump heights, air control and number of jumps before falling?
- This starting level gets too difficult too fast, spread it out a bit more I would suggest.
- The overall quality of the game is EXCELLENT. Great work.
Thank you! Glad you liked it :)
I'm planning to make a single level like in "Getting Over It". I'm not planning to add any other jumping mechanics because I wanted to keep the project scope small but still make it feel good. I agree that the starting level gets too difficult too fast. New concepts are introduced way too fast and I'll try to increase difficulty slower in the final release.
This is fun!
Can I ask what your own best time is? I wanna try to beat it!
Thanks :D oh that's a cool challenge! My absolute best time is 8.95 seconds :D you can go below 10 seconds if you do a "speedun route" but you should be able to go below 15-20 seconds if you don't hit any obstacles. Let me know what your best time was :)
Whew, 8.60! I was intimidated by your time at first and wasn't sure if I could beat it, but I just barely did it. Looking forward to the full release! ^o^
WOW! You beat me so fast after I replied :D What's even more impressive is that time starts when you jump for the first time (I did it that way because it was the easiest to implement at the time) and given that you start jumping from the center of the screen and you have to avoid some obstacles, you could probably shave off some time if you started jumping from the right side. That's what I did in my speedruns. Additionally if the camera behaved better and would give you more space for you to see ahead you wouldn't have to stop at 0:10 and you could just jump non stop. Maybe a sub 8 seconds is possible.
Congrats :D I think it's pretty safe to say you might be the best Bravest Chicken player in the world right now :D would you mind if I posted a link to your video on Twitter? I'd love to share your speedrun :)
I wasn't aware of how timing started! I don't think it would save me any time, since AFAICT moving to the side doesn't slow your ascent and I was already fullhopping from the start, but it would certainly make the beginning much more consistent.
One trick I could've done that I didn't is that you can end the level by hitting the side of the green instead of landing on it like I did. But I hadn't gotten a feel for exactly how the chicken and the green's hitboxes interact and didn't want to risk a good run, so I went for the safe route.
The camera had nothing to do with why I stopped, actually! I'd already memorized the level and knew everything that was coming. I stopped because it halted my momentum and made the skip I did a lot more consistent. In particular, if I lined up myself with the little notch right below, that got me perfectly in place to do a really natural left-right-left-right swerve. Though, if the camera was better, I'd probably be more willing to find some trick to get through the gap without needing to stop.
Sub-8 is definitely possible if both of these tricks are implemented, but I'm gonna wait for the full game to try for better times.
And sure, you can share it! Though, would you mind uploading it as a video instead of linking it? I would prefer my channel not be linked. Here is the original .mp4 on Google Drive if you'd like to use that. I also have some footage of my failed runs leading up to this run if that sounds like something you'd want to see.
For your future levels, you should definitely incorporate more seemingly-random gaps in the geometry like this. I really felt like I was making my own path and I felt like a genius when I found a way to make that skip consistent. You've definitely earned a future customer in me! I can't wait for the full game now! <3
Yeah the trick with hitting the side of the green instead of landing is sort of something I think I'll change. It's because the "finish the level" hitbox is the exact same length as the landing platform and I suspect that when you hit the side of the platform, the collision with the "finish the level" hitbox also happens.
As for adding random geometry gaps I think it's a great idea and I'll add more of them :) initially their purpose was to allow falling down through them but make going up through them very difficult, but I think that if the player is skilled enough to go through it then that's great.
Thanks! I'll post the video on Twitter :) and again - very impressive you got such a good time in such a short period of time :D
well I completed it in 9m11s, pretty cool game with a really fun premise but I do find the camera not favoring fast movement, I ended up just memorizing the pattern somewhat. It also gave huge Getting Over It energy but the controls do feel a bit hard to judge.
All in all, I do like this game and even with its flaws, was quite a refreshing experience. As you have mentioned in previous replies though the difficulty does ramp up a bit faster than necessary. But still, hope to see it release on Steam someday~
Thanks for playing and leaving a comment :) I agree the camera doesn't follow the player fast enough. I'll change it in the future. What do you mean by "controls do feel a bit hard to judge"? As in it's hard to predict where you'll go after jumping?
I'll release it on Steam for sure :) originally I planned to make the game in 3 months and release it at the end of December but I've realized that it's too ambitious and I'll be working to release it in the next 4-7 months. :)
Tough as nails, didn't get far at all.
That's so cool! thanks for playing :) yeah I think the game gets too difficult too fast. After watching a few playthroughs it's clear to me that many players get to a certain point and they absolutely can't beat certain obstacles. I'll try to design levels so that they teach the player how to beat the next challenge. Also, about the camera: yeah I think it doesn't let you see where you're going well enough. The camera system is fairly simple and it simply follows the player around without taking into consideration how fast the player is going. I've added this to the list of things to work on.
lovely game, would be better experience if up arrow was jump as well. ( i want to keep my other arm under my blanket, hehe)
Thanks :) I just updated the game and now you can also jump with the up arrow as well :)
Lol somehow i got stuck at the tip of this obstacle
Oh no, I'm sorry :( I'm aware of this bug but it happened so rarely that I decided to release the prototype without fixing it. Unfortunately the only fix for now is to restart the game. :( The bug is related to some flat obstacle hitboxes that shouldn't be there. I'm adding this issue to my to-do list right now.
No worries! I was intentionally trying if i could land on top of the tip. Great game tho!
AAHHHHHHHHH!H!H!H!H!H!H!H!H!!!!
I got a few platforms in before giving up. Fun but frustrating.
Bravest Chicken Gameplay
<3
yo i love the art style, fits so great😍 even tho precision games arent my fav genre i still loved playing it. THE CHICKEN IS SO CUTE
glad you liked it :D thanks!