Glad to see it got uploaded. It always looked super interesting in the threads.
Beat it on easy!
Tried a couple more times on hard but never got past room 7.
Graphics are pretty close to perfect given the constraints of the style. Maybe there's some things that could be slightly improved by color coding, like making extending spike blocks red, but what you'd gain in ease of reading would be lost in style. idk.
I think you mislabeled "really bloody hard" mode as "easy". Jeez.
That said, I suck at platformers, and the game never feels completely unfair.
I can tell what the game wants me to do, and that it's possible, I was just missing the execution.
I'm not very good at these sorts of platformers, but the difficulty curve seems a little weird.
I know everyone's different, but I had levels that I beat in three tries (lvl14) right after levels that I had to beat my head against for two hundred (lvl12). Maybe not that important for hard mode, but on easy it was pretty jarring.
The in-game sprite has a really charming mischievous feel and expression that doesn't really carry over to the loading screen/big illustration version, which is a shame.
I'd really like to be able to disable sound; The music's fine, but it gets a little repetitive and the game seems like something you'd like to zone out to while listening to a podcast or something.
I realize the game's tagline is being unforgiving, but i think there's some ways you could make it less frustrating without compromising the raw difficulty:
- A practice mode for individual levels would be really nice for practicing hard mode.
- Ghost that shows you how to beat the level would've helped a few times. Maybe the dog could do it?
- Maybe take a page out of Nintendo's playbook and just let the player skip a level if they die 50-100+ times on it on easy?