After completing the game without a single death and with only one non-fatal mistake on the inverted staircase near the end, I read the comments and realized that the game was apparently difficult. Curse you, Super Meat Boy and I Wanna Be the Guy, you have trivialized every other platformer for me!
They were all dead. The final gunshot was an exclamation mark to everything that had led to this point. I released my finger from the trigger, and then it was over.
(Theme from Max Payne begins playing)
I just saw all but one of an assault squad just stop and stand still just past the first trench on the second level. They weren't dead, they were just standing there. The last one walked straight forward, floated over the enemy-filled trench, and won the mission.
Level 34 is an example of fantasic game design. Since you have to walk on top of, then slide down, a box that contains a homing spike ball, you're shown what this new enemy is and what it does, rather than told "This is a homing spike ball, it will follow and try to kill you." Tutorials should be used as sparingly as possible, because they break flow. Just one of the many things this game got right.
Thanks, good eye.. at first i didn't communicate that those balls can move through spikeblocks, and a friend of mine died because of that so then i add in the spikeblocks in the first square-shape to show this. Sub-communication is really important i've found, and i learnt a lot from this game! The squid cave level is another one, you are forced to walk onto the floating platform at the start to show you what it does in a non-dangerous setting :)
Might do a developer commentary on this stuff because i find it fascinating! All stuff i learned from other games, and especially the developer commentary on portal with how they introduce new mechanics in a smooth way.
It's like the guy who made this came up with an idea for a fun, simplistic game, but decided that it wasn't enough of a chore. Then he put slowly rotating boxes covered in spikes with hitboxes twice as big as the spikes themselves everywhere, and made far more levels than there needed to be, but didn't put in a level select in case there was any part of the game that you actually managed to like. 5/5
Thanks, good eye.. at first i didn't communicate that those balls can move through spikeblocks, and a friend of mine died because of that so then i add in the spikeblocks in the first square-shape to show this. Sub-communication is really important i've found, and i learnt a lot from this game! The squid cave level is another one, you are forced to walk onto the floating platform at the start to show you what it does in a non-dangerous setting :) Might do a developer commentary on this stuff because i find it fascinating! All stuff i learned from other games, and especially the developer commentary on portal with how they introduce new mechanics in a smooth way.