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1 decade ago by MikeH

I've completed the tutorial levels for my puzzle game, Coco Loco!

There are 11 tutorial levels in all, they're pretty easy so new players are eased into the game mechanics slowly and are ready for the fiendish levels that come later on.

You can see it at

Please let me know how hard/easy you found it and if my tutorial instructions are clear.



1 decade ago by fugufish

looks very good!

two quick comments

1) i noticed that if I don't hit all the stars, I cannot progress. Kinda makes it frustrating to hit them all perfectly after the 10th time.

2) it takes too much time to detect once the ball touches the ground (after unsuccessfully hitting the stars).... it's similar to angry birds, where once the bird is used, it should quickly explode and let you know the results.

to circumvent problem 2, you can include a 'reload level' button at the top right of the game screen. So that as a gamer, when I notice that I didn't hit the stars right, i'll quickly refresh and try again. ( maybe it's just my impatient attention-deficit-gaming disorder, lol. )

1 decade ago by MikeH

Level reload button is in the works :)

The initial idea was that you have to hit all the stars with just one launch of Colin, now I'm wondering if there should be a certain amount of attempts before the level resets and you have to start again... thanks for your feedback!

1 decade ago by MikeH

Oh, don't expect it to work on the iPhone. I'm doing something that stops it working (not sure what yet, don't have an iPhone to test it on!) and the input methods, screen size and level sizes need tweaking for mobile devices.

1 decade ago by ceej

Hi Mike, looks good :)

I have one did you hide the mouse cursor?

Many thanks

1 decade ago by MikeH

In the CSS I added cursor: none; to the #canvas part.

1 decade ago by Colin

Hey MikeH,
Thanks for making a game about me! Although I have to say it doesn't really look anything like me ;)

But seriously, it's fun to play. I think the tutorials were an excellent way to learn about the different components. I agree with fugufish that automatically restarting faster after hitting the ground would be better.

Great job!

1 decade ago by MikeH

The free version with 20 levels is up at

Hope you enjoy getting all the achievements! :)

1 decade ago by domrein

Really fun game. Crashes Chrome 13 beta if you place a teleporter on the coconut. Also, it'd be nice if you made the game a little bigger. The canvas looks really tiny on my screen.

1 decade ago by MikeH

domrein - thank you!!! Someone reported a chrome crash but couldn't remember what they did, all they knew is it was something to do with portals.

I'm having the graphics redone so I can make the canvas bigger, and adding a count to the tools tab at the top to show you how many items you have in it.

Thanks! :)

1 decade ago by MikeL

Fun game. Nice graphics. Seems like a good game for mobile.

1 decade ago by Danimir

Hi. Nice graphics and game!
How did you implement the custom cursor?

1 decade ago by stahlmanDesign

This game causes Safari 5.0.5 Mac to crash. Chrome is fine. I think it's the sound.

1 decade ago by MikeH

Wow I didn't realise how poor the state of html5 audio was! Thanks for the report :)

1 decade ago by MikeH

@Danimir, use css to turn off the cursor for the canvas (cursor: none) and then I have an EntityTarget which updates it's position to the mouse position.

1 decade ago by justinrains

Nice game Mike! I had fun playing the levels!

1 decade ago by quidmonkey


Love it! Very clever.

I'm curious to know what you used to build your menu UI?

1 decade ago by MikeH

Thanks, quidmonkey!

I didn't use anything other than Impact to build the level select and the tools menu. I would have used HTML but I plan to get it releases on iPhone once all the levels are designed, so I kept everything using canvas.

1 decade ago by fulvio

Is your game still available somewhere to play online? I couldn't find it on the AppStore unless your game is Coco Loco by Chillingo Ltd.

1 decade ago by MikeH

Sorry for resurrecting such an old thread...

The top link should still work, but Chillingo isn't me. Either they happened to have a game in development with exactly the same name and similar gameplay, or they saw mine and decided to...

Lesson learned - put out "lite" versions to limited testers, release to everyone only when you're ready.

1 decade ago by c0nfus3d1

I definitely did not read the initial how to, but it was pretty easy to figure out and get going!
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