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JME10135

149 Game Reviews

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I remember speedrunning this game as a kid... I probably still have the paper I wrote down my time and score on at my parents. Classical.

Some levels are much easier than others. Sometime it is enough to just start it but certain levels are troublesome. I dislike that if you draw a line offscreen it visualize it but the ball does not collide with it.

Nice music and figureable physics. Also the game is so long!

This is still fun.

I remember playing this game on kong when I was teenager. I found it via Pingy The Ping Idle RPG and it was a turn in gaming for me. Usually I tire of a game after some minutes if it doesn't have anything new to come with. I don't know how I got stuck to this. I think I played Blob Drop for three hours a day when I played it as most. Maybe that ball drop game was pre-installed on those early cellphones for a reason. Anyway I'll try to bring up whatever could make Blob Drop to stand out.

The choice of music is well made. The menu theme is cute as the blob itself. The two other tracks have a length that fits with how long you usually can survive, although one of them is longer than most people would be able to survive to hear the whole loop of. There is also a sound glitch that mutes the music but not the bouncing sounds when you start the game from the menu. I found no other glitches or bugs although getting a score of three may not be so popular for some players so the first platform spawn could be set a bit lower.

The difficulty for the achievements are fair in my opinion. Most luck based games become easier when you have played them for quite a while, including this game. There is more skill than you think in it, and yeah sometimes you lose without having a chance to do something about it, but I usually get around 850 points which is not so bad. The hardest achievement is for 1000 points. I managed to get over 1600 points multiple times but that requires pure luck. I used to aim for 1700 which should be close to the theoretical max. The skill ceiling is quite high.

To move on to the playing style - when you have played for a while you may start to land on the edge of the platforms to not waste time moving on them. When you have started to do that you have probably got quite good at the game. Those turns when you leave a platform to land on one at the other side are tricky and takes much effort to master. Some people complain about that you cannot jump. I personally don't find much use of to jump. It would be for those fading platforms so you don't hit the bottom if you get many of them in a row. That would make it worth getting on them as soon as they pop up and then jump when it fades away so yeah it would become a bit easier. The moving platforms take some time to learn and I think they could have been made more clear in which direction they are moving. A playing tip if you didn't know it is to use the walls to bounce of if you need it, which you rarily do but could save you sometimes.

I think the game is well balanced with the physics included the slippery controls and how long it takes for a newbie to earn all achievements. It is a really well-made game if you take in account that SkaterFly just made it to learn how to make this kind of games.

This is no good if you place a stone in a volcano it could explode you need to make holes instead so the pressure gets away.

I really like the game.
Basic and simple. A little too simple. After some time it stops getting harder and you have to lose on purpose, but making the enemies stronger would be a bad solution since the game would be impossible after a while. Another feature would need to be addad. Maybe a reason to move?
Just not too fancy and complicated. I like it simple.
Very nice music and graphics.

Never has a game kept me this entertained.

What's up with the moaning btw?

The game is a black screen with no way to tell when it ends, but I appreciate the numbers that change in the corners. I've heard it is hard to make timers in flash games.

BobbyBurt responds:

This is a Unity game actually, which is partially the reason for this black screen problem. See the last section of the description for how to get it working for you.

I fucking love hookjumps.

awesome music.

Hi there! :3

I kinda felt like I had to write this sort of review to point out the very unique way of which the upgrade system changes the game in.

Nice game! For being made in a 48 hours game jam and keeping me playing for five times longer than the average game I play it was quite jolly good especially since I have not found any bug yet more than with the API.

Quite curious about what got you to choose just those characters to put in a game like this. I mean a ninja heading a mouse makes ppl think "(>_>) rly?? (._.) (´-`) (._.) (´-`) (._.) ... well that was new". I like that the ninja is blue. It is a beautiful colour.

The 'upgrades' or downgrades as I would call most of them are what makes this game stand out. Normally an upgrading system is intended to make the game easier or unlock new features, or what my fellow friends on Kongregate would say, "make the game better". In this game there are only some certain upgrades that work that way.

Homing dash - Useful! If you know how to use it.

Homing lock-on - Useful! Until it always covers up the distance to mousy if you happen to not reach it in time.

Bonus life - Useful!

Combo Multiplier - Useful! Until it would take longer to reach your goal buying it than not.

Mouse weight - Useless. The game gets harder since the mouse falls faster when it is time to head it making your reaction time shorter from when it gets visible on screen and the shown height decrease faster making it harder to see the mouses current height, and since it takes longer for the mouse to come back, making you progress slower.

Extra jump - Useless.

Combo bonus - Useful! Until it would take longer to reach your goal buying it than not.

Run Speed - Useless. The game gets harder since you move faster, duh.

Jump height - Useless. The game gets harder after a certain amount of times you buy it since you actually can pass the mouse when you jump making mousy hit the ground.

Lift curse - Useful!

Leave shop - Useful! Lol.

The game API seems to not work properly for all D;} I usually don't mind it but I completed the game by reaching the combo cap and got a 'little' disappointed when I did not get anything for it. I'm just saying some players may tape some plastic bags over their head after such a horror scenario. It seems like the API usually works upon starting the game, but can break whenever and thus not start working again until you load the page again, eventually. I don't know if it is something you can fix. Should we perhaps persaps blame Newgrounds?? If it cannot be fixed I lay my vote on removing highscores and medals.

Time for playing tips :o

This game could be quite a pain in the ass if you have to start over after a long playing session because of unexpected results. Therefore I am here to help ~(^_^)~ Help you who are in need of a helping hand (v*-*)> Some things are always unpredictable, like having to wipe your little sister when she yells she is done from the bathroom while you are at your last life with a combo of 25390 (u_u) Therefore you should ALWAYS stack up with extra lives from when you feel it isn't worth starting over because you spared whatever combo that extra life costs.

The two combo rising upgrades are best in second hand (after the life adding upgrade), but they get worse each time you buy it and after a while they do not benefit you anymore. When they cost several thousands they are downgrades even if you reach for a combo of 32767 (max combo). Let's say you aim to lift the curse which could be purchased for a combo of 100 in the shop. If you never buy the combo rising upgrades it would take at least 100 strikes of immense pain for mousy to get the curse lifted. However, if you always buy the combo rising upgrades as soon as you can it would most likely take even longer. Look at the price of the upgrade. If it is more than 25 it won't benefit you. When you buy a combo rising upgrade you should always choose the cheapest. Lifting the curse ends the game and you have to start over. You are supposed to get a medal for it.

The homing dash upgrade lets you get to mousy by pressing X each eleventh second or so, if you are in range. It is useful when you fear your dear mousy would land without you being able to head it. I reached max combo without buying Homing dash, so the upgrade is not nessessary.

To sum it up I don't really care to sum up my reviews but hey this is quite long isn't it?? The length of the game was quite good but playing till you reach the combo cap is boring so it would be better if it could be sped up a bit but then so it becomes clear for the player how to speed up the combo gain so people would not sit consentrated much longer than is needed. Speaking of knowing how a game could become a lot easier, there is potential of being a bit more generous with tips so we don't have to figure things out ourselves. It's a bit of a taste thing how much help the player should have with figuring things out. A puzzle or strategy game is more or less made for being figured out by the player, but a skill game is supposed to make progress mainly based on how well you master a skill. So yeah it is a question about which genre this game classify as lol :) I like the sky :O The artwork is overall fancy to see. I notice however that there is nothing above the clouds. To make it interesting you could put things higher up making the player curious of what could be seen where you have not reached yet. Then the player could have a side goal to see how the highest place looks like. It is possible to reach quite high. At least a thousand pixels. I really like the fact that there are two good endings in this game. One easy for buying yourself the victory, and an other that is alot harder for grinding out the currency. More games should have multiple endings. I think as said that this game was rather good for a 48 hours game jam. It fits the theme very well too. How did you score by the way?

Poor mouse

It is never wrong to not do something.

Age 28

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