Project MALLOW (by Aggressive Combustion)
"...full of scrappy challenge, and is likely to appeal to anyone who likes their arcade games sharp and hair-pully" - 8/10 - PocketGamer
"Project MALLOW looks like an essential download" - Rob Funnel, TouchArcade
"...a fun game that's probably going to make me throw my phone across the room" - Tasos Lazarides, TouchArcade
Project MALLOW is a maddeningly difficult 2D puzzle platformer about an adorable, sentient marshmallow tasked with launching and sticking his way across 100+ unique levels to escape a candy factory. Along the way, MALLOW will uncover dangerous secrets about the factorys owner and history, as well as face flames, saw blades, lasers, and other scary things that will threaten his very existence.
As MALLOW, launch yourself through over 100 levels of brutal and punishing puzzle platforming. Get to the end of each level to help MALLOW escape. But not everything is as it seems: earning stars will allow you and MALLOW to venture further into Paragon Confections mysterious factory, and uncover dangerous secrets
Features
Brutally difficult, hardcore puzzle-platforming
Over 100 unique levels
Charming retro-style graphics and sounds
Personalize your MALLOW with hats and accessories
Collectibles out the wazoo
Joined: Aug 2011
Posts: 2,511
I'll go back to it at some point but the controls just didn't click for me. Wanted more of a desert golfing aiming style rather than hold longer for strength of throw kind of thing.
Senior Member
Joined: Aug 2011
Posts: 1,584
Quote:
Originally Posted by
slamraman
I'll go back to it at some point but the controls just didn't click for me. Wanted more of a desert golfing aiming style rather than hold longer for strength of throw kind of thing.
Same here. There's something about the controls that just didn't work for me either, I'm struggling to put my finger on it but they just felt slightly off
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Joined: May 2010
Location: Deepest Circle, Hell
Posts: 9,193
Quote:
Originally Posted by
slamraman
I'll go back to it at some point but the controls just didn't click for me. Wanted more of a desert golfing aiming style rather than hold longer for strength of throw kind of thing.
Yep, unfortunately my post is the third in this thread complaining about the controls. I'd prefer a pull and aim mechanic over this.
Everyone's favorite chamber of death, doom and decomposition.
Joined: Jul 2015
Posts: 1,205
The issue I had with the controls is that you have to aim and shoot within the time the energy buildings up for your shot. Wait too long and that energy goes away and you don't shoot.
Senior Member
Joined: May 2009
Posts: 847
Quote:
Originally Posted by
sobriquet
The issue I had with the controls is that you have to aim and shoot within the time the energy buildings up for your shot. Wait too long and that energy goes away and you don't shoot.
This basically. I wanted to give it a good shot but I just can't work with the controls.
Senior Member
Joined: Sep 2015
Posts: 236
Developers who use Gamemaker really need to know what the aspect ratio and the resolution are instead of saying "yeaaah my engine doesn't scale as nicely as I would like sooooo deal with it".
"I seriously don't understand the whole burying your head in the sand thing and insisting that jailbreaking doesn't have anything to do with piracy." - Eli
Last edited by Gluskap; 07-19-2017 at 05:45 PM.
Reason: Grammar
Senior Member
Joined: Jun 2014
Posts: 555
Yep, the controls didn't click with me neither.
Senior Member
Joined: Feb 2012
Posts: 496
I hate to be negative but this game is not very good. It needed some more time in the oven.
Junior Member
Joined: Jul 2017
Posts: 7
Hi, metalcasket. Developer here. We actually experimented with a pull to aim mechanic early in development, along with a more simplistic "fling to launch"; unfortunately, our testers didn't seem to like them as much as our current system. That said, we would be more than happy to add options for different control schemes if it's something you all are interested in?