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The idea of making an unfair platformer was something I expected to hear about, but not play. This was an unfair platformer, in all of its glory, but just because you label it as unfair does not mean you have an 'out'. There will be bias here, as I find unfair platformers to be a dumb concept. This is as there is no enjoyment value of such games, only frustration.

First of, the movement script is solid, I am a fan of how responsive it feels, and there is a feeling of when something goes wrong with the platforming, it's my mistake rather than the character's.

I did enjoy the art style, although it is fairly unconsistent due to the variety in pixel sizes between the different sprites. Might I suggest following a scaling template for the future?

Finally, there is the game itself. This is a flawed unfair platformer to the core. First, there is the 3 and a half minute monologue, which could be skipped, but as I missed the prompt telling me that I had to press it 100 times to skip it, I sat through all of it, scrolling through Reddit, waiting for it to end. Second, there's the level design. Yes, it is unfair, but in my opinion, an unfair game is a testament of memory if anything, remembering where traps are placed and carefully avoiding them. This game is a testament of memory, hand-eye coordination, and luck. Testing all of these abilities bored me after the second level, yet I completed the game.

Overall, this could be so much better if it was not an unfair platformer, but I know there are people who like themselves a challenge. This means that to execute this properly, the game needs to feel more challenging than tedious. If you can solve that problem, this would most likely be a better game.

Thanks for the feedback! the main idea we decided on before making this game was it to be as annoying as possible. Thus comes the 5 minute monologue annoying the player.