In this case the danger is not from the monsters, but from falling down the shaft while your elevators are moving. You'd think this was common knowledge... =__=
Having used stencyl a lot... here's some tips..
-The wall jump power is waaaay too high. Like, higher than the normal jump. Might want to tone it down a bit.
-You can wrap the screen in a way so that falling from the bottom brings you to the top, and left right the same way.
-The player should be albe to move while ducking... more realistic. Just sayin.
Take what you will, they're only suggestions.
Load time was fantastic, probably was compressed a lot before release, which is nice. Graphics rock, and the story line was intricate and pleasing, as were the AI controllers. The only problem was the lack of arrow key controls, and that fact that the AI bots sometimes don't listen to you, but other than that, great game, 5/5.
Great game, just as great as Coma. It's very psychological in the effects and art, but the basic premise is philosophical. There isn't anything really "complex" about the controls of the game or gameplay, but the story is very heavy on the mind, a nice change. If you go and play Coma right after it, more makes sense. It's not that the two games are exactly sister games, but you see more of the mindset. For those who say they get "stuck", there aren't any places to become "stuck". Even if it appears so at first, just run and jump around at walls or at the ceiling. The game creator put some art in the foreground, so even though it seems like a wall, you can usually get through it. A lot of the switches are hidden or not as visible as they could be, so look for those as well. As for the ending well, where did you start in the game? ^__^ Great game.
I used al preset behavs. Title shows I was noob...