I fell, a lot. This jumpking like precision platformer will challenge the hell out of anyone for sure. I like that you can move back and forth even in the air, it gives a good sense that you aren't totally helpless in your ascent. I like the character itself and they have good charm to add to the game. I maybe feel like the beginning should be a bit more forgiving and ramped up gradually. I'm also not a fan of the brown sandy starting area color scheme/ theme. Overall good game with a nice feel and challenge for those who love precision platformers.
brutal physics, every ascent is an exercise in sphincter clenching. the very first challenge the game throws at you is a 4-screen tall climb where you will likely drop to the bottom a dozen times before you get some grip on the controls. the fact that nearly every action needs to be confirmed with a W press makes this a lot harder than it looks on clips, and a single accidental rub against a slope or a wall can send you plummeting, oftentimes straight back to beginning of the whole part. by the time i was done with the game, the bump sound the character makes when it collides with terrain became anxiety inducing.
i'm going to have my gamer card revoked for this comment, but i'd like to see an easier difficulty mode where you could set your own checkpoints to return to or less unforgiving physics with regulated launch power. unless you want to appeal only to the hardest among the hardest men, then it's fine, i probably am just not good at this game. i made it only slightly further than the other guy before getting knocked out by the downwards-point arrow all the way to the bottom.
i also agree that the obstacles easily crossing over the screen boundary and acting like a "gotcha" isn't quite cool. though i didn't get screwed over by it myself, i can easily see how that could be the case and i found myself jumping straight up to probe what's in the next part. since it seems like the moving objects still work off-screen, i think trying out a smoother camera setup in place of flipscreen might be beneficial for the game.
another thing is that i'm not sure how useful the rocket is, aside from being a vehicle for communication. it has a proper reload, letting player shoot in mid-air, and simple flight physics, but as the character drops like a rock on most falls and easily outruns the rocket, i don't think that has any use, as precise aiming to try and rebound seems pretty much impossible. unless there are some puzzles later in the game that use it, then i can see the purpose, but if there aren't, it could be probably simplified.
the game looks competently executed. i've encountered no bugs and the aesthetic of the game is easy on the eyes, kind of feels like the character and the aimer were taken from another game with how abstract they are, but it's not a drastic clash, it kind of works as a highlight.
Well I got this far. Take that for what you will, I do not claim to be good at this. No bugs! The difficulty seems be a case of balanced-for-dev. Which is to say, a learning cliff. Different types of horizontal jumps aren't terribly intuitive, could use some tutorial pics? Having to time a W press for 75% of jumps is annoying, especially when the largest jump is essentially frame-perfect. And you will need it.
Obstacles behind screen transitions is bad. Do not.
Don't think I didn't see that backtrack pipe in the ceiling, bucko.
Comments
I fell, a lot. This jumpking like precision platformer will challenge the hell out of anyone for sure. I like that you can move back and forth even in the air, it gives a good sense that you aren't totally helpless in your ascent. I like the character itself and they have good charm to add to the game. I maybe feel like the beginning should be a bit more forgiving and ramped up gradually. I'm also not a fan of the brown sandy starting area color scheme/ theme. Overall good game with a nice feel and challenge for those who love precision platformers.
brutal physics, every ascent is an exercise in sphincter clenching. the very first challenge the game throws at you is a 4-screen tall climb where you will likely drop to the bottom a dozen times before you get some grip on the controls. the fact that nearly every action needs to be confirmed with a W press makes this a lot harder than it looks on clips, and a single accidental rub against a slope or a wall can send you plummeting, oftentimes straight back to beginning of the whole part. by the time i was done with the game, the bump sound the character makes when it collides with terrain became anxiety inducing.
i'm going to have my gamer card revoked for this comment, but i'd like to see an easier difficulty mode where you could set your own checkpoints to return to or less unforgiving physics with regulated launch power. unless you want to appeal only to the hardest among the hardest men, then it's fine, i probably am just not good at this game. i made it only slightly further than the other guy before getting knocked out by the downwards-point arrow all the way to the bottom.
i also agree that the obstacles easily crossing over the screen boundary and acting like a "gotcha" isn't quite cool. though i didn't get screwed over by it myself, i can easily see how that could be the case and i found myself jumping straight up to probe what's in the next part. since it seems like the moving objects still work off-screen, i think trying out a smoother camera setup in place of flipscreen might be beneficial for the game.
another thing is that i'm not sure how useful the rocket is, aside from being a vehicle for communication. it has a proper reload, letting player shoot in mid-air, and simple flight physics, but as the character drops like a rock on most falls and easily outruns the rocket, i don't think that has any use, as precise aiming to try and rebound seems pretty much impossible. unless there are some puzzles later in the game that use it, then i can see the purpose, but if there aren't, it could be probably simplified.
the game looks competently executed. i've encountered no bugs and the aesthetic of the game is easy on the eyes, kind of feels like the character and the aimer were taken from another game with how abstract they are, but it's not a drastic clash, it kind of works as a highlight.
I am bad at your game no doubt about it. It angers me to play. But I appreciate the quality of life improvements you've made since last demo day.
Well I got this far. Take that for what you will, I do not claim to be good at this. No bugs!
The difficulty seems be a case of balanced-for-dev. Which is to say, a learning cliff. Different types of horizontal jumps aren't terribly intuitive, could use some tutorial pics?
Having to time a W press for 75% of jumps is annoying, especially when the largest jump is essentially frame-perfect. And you will need it.
Obstacles behind screen transitions is bad. Do not.
Don't think I didn't see that backtrack pipe in the ceiling, bucko.