Oh haha I see that it says so in the instructions as well. It's just unintuitive because pressing the button punches the thing, so the logical conclusion is to press the button again to hit again to open it faster.
Sheepolution
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One line equals one symbol. So you figure out the four symbols that belong to one page. You can check the walkthrough for hints, or the reasoning behind the answers.
As nature depresses (as in decline, leafs start to wither) it blooms with vibrant colors (the leafs get pretty colors during fall)
Again the sun reveals itself to the world (it's talking about a sunrise, which happens in the morning)
The game looks amazing, and these kind of platformers are really my type of game. I do have a few problems with it though.
- The aim and shoot mechanic was not clear. I even restarted to see if I missed another mechanic. Finally I watched your video to find out how it works.
- There should be a clear indicator on whether you still have your double jump.
- It's also not clear when you are and are not allowed to wall jump.
- I feel like it gets too difficult too fast. Which is at the first level with the timer.
- I think it would be better if you give the player less time, but replenish time (not necessarily fully, just give some extra seconds) when you break a target. This way the player also knows earlier when they fail. Currently, if the player is slow at the start, it might be impossible to beat the level, but the player doesn't know that. If you replenish the timer the player will know it failed as soon as he actually failed.
- At the first level with the teleporters I'm not sure what is intended, but I made an awkward jump to the left to stand on the platform but not hit the spikes. I felt like I was cheating the game.
- The second set of targets is a cool mechanic but at the same time I feel like the game is tricking me. I thought I was done, but actually there was more. Along with starting with lower difficulty, this should maybe also be something that should be featured later in the game.
- I don't get why you need to be in the air for the boost to work. If you're aiming, you should be boosting.
Like I said, I love these type of games, but they are also very easy to become frustrating rather than fun. Because why didn't my double jump work there, and didn't I do the wall jump correctly? Making sure that everything feels smooth is your number one priority. If you got that down, you got a great game here.
Really nice game. Love the aesthetics. My only complaint would be that if the player holds right shortly after wall jumping, it should still count the wall jump. So like a coyote wall jump.
At the start when you go to one of the corners and hold jump you get this weird infinite jump thing going on.
Deaths: 631
Time: 0:29:17.5
Played this on Newgrounds before. The game has potential, but in its current state is quite boring. The biggets problem is the lack of challenge. Even with the most difficult settings it's easy to dodge the items that you don't want. And if you do touch the wrong item, it's not a problem. You can simply start with a new streak. Sure, you will get a lower score, but I don't really care about my score. I'd much rather have a "how long can you survive" than a "how many points can you get in this timespan". Although I think this game has neither.
One simple change you could make is that as you have started a 3-item-streak by picking up an item, you are no longer allowed to grab other items until you finish that streak. Else it's game over. With that, there are stakes, and the game would already be a lot more fun.
I have yet to discover the best strategy myself. At first I was spending all my money on the cheap sequences, since they appear a lot, but on my last playthrough I went for a different strategy. Keep the common sequences low, and invest in the less common numbers. By keeping the common sequences low, you are more likely to hit those big numbers like tribonacci and pronic.