Fantastic game!! Really clever level design and solutions made me use the mechanics in a fluid way I'd never really expected I'd be able to do with this sort of teleport system. Also a great sense of humor. 5/5 favorited please make more
could there be more of a reward for defeating an enemy? I feel like that would solve a lot of the problems there are with balancing concerning spells and health
Love this game! Great inventive use of the platforms, and switches and bouncy balls were great. Wall jumping was occasionally loose - I thought I was against a wall but apparently not... Also, it'd be nice if the game could save any changes you make to the controls. Every time I reload it, I need to switch the jump and jetpack buttons... 5/5 though. More levels!!!!
Fantastic game!! I love the switching mechanic, and you've done a great job of using the monsters' abilities and attributes in unusual but intuitive and clever ways. Also, really tight controls, which I think are super important for some of the later levels. I was surprised at how quickly I adapted to the mouse controls, and they worked surprisingly well. Can't wait for the sequel - 5/5
I LOVE how tight the controls are for this game. It's great to have them be so responsive and precise. It feels so badass to somersault through a hail of arrows, throw a knife, and kill an enemy right before they attack, all before hitting the ground. 5/5 and favorited. Can't wait for the sequel!
This game is amazing! my only problem is that the map isn't very useful in showing you were room connections that you haven't used yet are. Kinda minor, but in a game with branching paths and a "collect em all" mentality, it's a little frustrating
Great game, awesome art, but the controls just aren't tight enough to do what the game really wants, which seems to be speed runs. Touching a wall means an automatic 1-second hang time, which frequently means death, even when you try to get off of it.
Also, the lag between switching dimensions definitely impedes movement in a way that makes me strategize when I switch as opposed to freely doing it on the run. Not sure if that part was intentional or not. Really, just make the walls not so sticky, and I'd be happy to give this 5 stars
A little too easy, and although moving the pieces correctly is part of the game, there's a point where it just gets annoying and you want to give up (for me, level 17). Maybe an autofreeze would be great, or even something where things are just a little bit sticky if you have them in the right spot.
please please please make user designed levels. My god there are so many amazing mechanics in here that can be combined in so many cool ways. I would love to see this game wither more/expanded levels. Really tight controls too. Excellent. 5/5
Eh. Controls weren't super tight, and only being able to jump one block high especially was a pain when it came to timing jumps from moving platform to moving platform. Also remembering where things were in the two different worlds was more of a pain than challenging. 2/5
This is such a fantastic game! I just wish that more cleve things had been dong with the game mechanics... screen stitching + gravity manipulation + portals could have made for some really awesome meatboy-style platforming that you couldn't get in any other game. 5/5, but some extra baby-punching levels with game design would be amazing. Maybe make a level editor?
Great game! the only thing is that there isn't much impetus to find the secrets... just finding secrets because they're secret isn't enough for me, and I'm guess isn't enough for a lot of people. Maybe add on some sort of environmental change or extra power with every secret? Some sort of in-game reward system would be a great driving factor
Everything except jumping was great - a bit too sensitive, most of the time I'll land and jump immediately again when I didn't mean to. If you just turn off the automatic jump if up is being held down it'll be a lot better, I think.
Also, maybe it's because I've been conditioned by games like money seize and meatboy and focus, but the difficult levels weren't super difficult for me. Most of the annoyance came form having to wait for the slow moving platforms to reset to a position where I could jump onto them.
4/5 because I felt a lot like as I was playing, I was getting much better (really important in a puzzle platformer imo). Fix the controls a bit, add more harder levels, and it's a 5
Thanks ! The feeling of being a kind of rogue master was exactly what we tried to create.