I love this game - it shares a lot of the (re)playability that makes Flappy Bird so compelling. Great to see HTML5 being utilised like this. A couple of comments/questions:
- Is there actually a 'Moon Base' that I can get to? If not, maybe use a different narrative, because I'm being promised something (another level?) that isn't delivered.
- another vote for keyboard controls for the power-ups. I was very pleased to discover that I could use space instead of clicking the mouse, though :)
- a very minor issue: I think the graphics could do with a small polish. i'm certainly not the person to do it, i'm afraid, but I think the game could easily suit an '8-bit' style or some other reworking
Other than that, though, great work. I would happily pay to support your work - do you have any kind of account I can donate to?
Powerup shortcuts are 1, 2 and 3 on keyboard - I'll add some instructions. I drew every pixel and I'm not much of an artist, so definitely room for improvement there!
Now it's time for a multi-player Wobble Wockets, where the only way to make it to the moonbase is for the people who come before you to set up little outposts and blast rocks for the people behind them.
Annoying as this game is, its simple game mechanic is far superior to Flappy Bird. It's genius. If some form of this doesn't go totally viral, then it's way underrated.
You just made my week. The simplicity and purity of flappy bird was a huge inspiration for this project. At least half the time was spend getting the "wobble" mechanic just right.
There's a much deeper thing going on here than Flappy Bird. The rhythm of it is more multi-dimensional. Flappy Bird works really in one dimension. This works more in two dimensions. Also there's a Tetris-like quality to it where the difficulty increases as you get higher up the page. It's also superior to Flappy Bird because there is more decision-making: do I wait for the wobble to make another cycle to make the turn, or do I rush and thrust now in the direction I'm going. Decision-making is what all good games are about, and this has better decision opportunities than Flappy Bird by a mile.
This is my first phaser game and I followed a step by step flappy bird tutorial to learn the basics. It's basically all the same components - scrolling background, generated obstacles, and a simple motion character. I'd love to write a tutorial for this one though.
If you are interesteed, there are people using CocoonJS and/or Cordova to package up Phaser games as native apps. It was a bit complicated last time I checked. There is a ton of info on http://www.html5gamedevs.com/forum/14-phaser/
Sounded as though you jumped to the conclusion that it has to be monetized, above all else. Not everything has to be monetized, and some things are made just for fun and learning. That's how I interpreted your phrasing, at least.
- Is there actually a 'Moon Base' that I can get to? If not, maybe use a different narrative, because I'm being promised something (another level?) that isn't delivered.
- another vote for keyboard controls for the power-ups. I was very pleased to discover that I could use space instead of clicking the mouse, though :)
- a very minor issue: I think the graphics could do with a small polish. i'm certainly not the person to do it, i'm afraid, but I think the game could easily suit an '8-bit' style or some other reworking
Other than that, though, great work. I would happily pay to support your work - do you have any kind of account I can donate to?