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How does your game represent "Power"?
By using the full capacity of powerful messages!
And of course, to move your character you need to build power and release it at the right moment.
If you move too fast into solid objects you lose life power!
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Comments
Loved the art, sounds and music. The gameplay was pretty simple, but with the level design it was also great. Overall good game!
Really good job here. The Music was really cool and the overall vibe was neat! Definitely a good challenge and clenching-tension moments.
At the beginning I thought that the game was far too easy... until I started missing jumps...
Very satisfying gameplay and great music!
Nice music and I like the pico-8 startup menu. Gameplay is neat as well.
Gameplay kinda reminds me of jumpking, the music is good to! i like the sprite work done and the aesthetic of the mainmenu very game boy advance like!
Game is fun, jumping and trying to do trick "shots" to progress is satisfying, but there's not really a reason for the health bar... If you mess up you can fall pretty far, which is already quite the punishment and you don't take enough damage for it to even matter until about an hour of play time.
I like the hold-to determine-power system, it's intuitive and fits the theme. The green bottoms meaning the terrain is impassible works well but might be too subtle.
I love the art direction and the design of the little guy, I love the music, this is a great game that really weirdly reminds me of "Getting Over it" type games weirdly enough.
(Haven't beaten it yet, might adjust my current score when I do)
Thanks!
Yeah the health was initially meant to be a lot lower and the main challenge, but the game evolved a bit from that point and time ran out.. It was too fun designing puzzles/hurdles on the map.
The large amount of health is scaled to try and give players a chance beating it without having to restart. It becomes quite a bit harder in the last 30%. :) I understand that feedback however.