What a cute roguelite. Really liked how snappy the platforming felt. Very polished for a jam game.
Hoimar
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The idea and concept is very cool, reminded me of the classic Elite games by David Braben.
It was however quite hectic and the endless button mashing (which gives you very little energy, too) wasn’t very fun after a short while. This was the main problem, I think the game otherwise would be extremely fun.
Well, in this room the average player will use two boosts to get to the top of the platforms and thus will only collect one or two extra boosts in that room.
There’s also a trick where you jump and then use your boost, which will propel you up much higher (this is not really intended to be used, but kind of makes sense), thus using less boosts in all places that require more than one boost.
Thank you so much for the detailed analysis, this is very useful for the post-jam version we’re currently working on.
7 Boosts - you managed your boosts really well it seems. But the game isn’t that unforgiving, if you don’t squander too many boosts, you can easily complete it. But you’re totally right - this was not clearly communicated or shown otherwise.
“In fact, I never figured out the correct strategy for the screen I died on.” - if we’re talking about the same screen, you can complete it with one boost. Usually we placed carrots wherever they were needed and then some.
We might need to add a confirmation of some sort to the “Give Up” function, or replace it with another mechanic altogether.
Thank you for playing!
Thanks, so you need one remaining boost when you enter the third room. If you don’t have that, you can use the “Give Up” button in the pause menu (P) and start afresh. It is possible to just use two boosts before room 3 :)
As I explained below: “So what you need to do in the third level/room is use two boosts to reach the middle platform. Then stand in front of the spikes on the left, boost once and after a short delay start moving. This way, you will reach the upper carrot and fall to the switch which opens the door. Now use the last boost to complete the room.”
But you’re right, it’s a bit of a design issue that the game allows players to get stuck.
Cheers.
Hey, thanks for the compliments. All the credit for art goes to iDLELUKE :)
So what you need to do in the third level/room is use two boosts to reach the middle platform. Then stand in front of the spikes on the left, boost once and after a short delay start moving. This way, you will reach the upper carrot and fall to the switch which opens the door. Now use the last boost to complete the room.
If you start moving too late, you’ll get stuck on the ceiling and fall, as you said. If you move too early, you’ll run into the spikes directly before you.
Hope that helps.
Yeah, it’s perhaps a bit unorthodox to make a platformer go right to left. Glad you figured it out!