Thank for your comment, happy you like it! What own little plot did you come up with, if I may ask?
tonim
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Thanks for your feedback. We are still thinking about how to make it more player-friendly, i.e. less punishing. Shorter level, easier level, easier controls (not to have to slow down during a jump might be too hard?) etc. But we so far think that those changes would all destroy the overall concept of the game. A mid-way checkpoint could be a great idea though. So maybe if you don't make it all the way to the end of the level, you and your doppelganger get respawned mid-way, if you (or him) have already been there and if that's still to hard you get incrementally respawned closer to the end of the level, automatically "saving" every successful jump you make? :-)
Fantastic! We're very happy that someone made it through the level. Thank you for your feedback and your bug report. We agree it's too punishing, as islemaster also mentioned, the doppelganger should always be there once he's unleashed. We are trying to reproduce the bug, but it seems like the doppelganger alter ego just has stronger suicidal tendencies than the player ego. I've also watched a friend play and how his doppelganger half-heartedly suddenly hopped into the abyss. Did that bug always happen in your case or did the doppelganger mainly run through the entire level?
Extremely well executed. Reminds me of Death Really! https://en.wikipedia.org/wiki/Death_Rally
Great, thanks! I'm not so keen on scores, level-ups and collecting coins on question mark boxes myself, but I get your point. I personally thought making the doppelganger fade a bit more every time he reappears would give a hint that something is advancing in some direction. Maybe it would even bring up the question what would happen if the doppelganger fades away entirely? :-) But so far most feedback we got was that people didn't even get to see the doppeganger once because the level is too hard. We are aiming to fix that.