Great story, well narrated, awesome music and a very interesting combat mechanic. Being small and pointy is pretty much ideal. At one point the enemies cut me up pretty badly. I was essentially only my heart and a line. Even triangles - the toughest enemies in the game - killed themselves when they tried to chase me down. They killed themselves on my ARSE!!! My behind is a deadly weapon. HELL YEAH!!!
By the way, what is the novel called?
Surprisingly well executed. I thought: "Ah, just a parking game. Let's waste some time." But the graphics are great and the courses are slowly rising in difficulty. Very well done.
You do not, game has been updated! Damage is done to you by three objects, wussfluff hitting you from behind, the large monster at the end touching you, and touching the business end of the loom floating in the cabin. Thank you for your feedback, and I hope this helps!
I wonder if this game was ever tested before it was uploaded here. It is obviously not meant to be played with the mouse, so why are the mouse controls still somewhere in the code? But, if it is not meant to be played with a mouse and instead has only horizontal aiming, why include jumping sections where looking up and down could help a lot. Of course, I am only assuming that there are jumping sections, since the instructions list a jump button, which doesn't actually work. To get back to the issue with play testing, I am currently in the second room and trying to open the door... Repeatedly... For quite some time now... Took me long enough to figure out that there was actually a door in the first room. It looks like a wall and that lock symbol pops up at every wall. Even boxes. Btw, the controls are awful. No strafing, no moving backwards... In order to aim at something you have to run into it.
2/5
There are quite a few spots that I would call Nintendo hard in this game, some where I don't really see away to go on without loosing health or where the level design together with the limitations of the character puts unfair constraints on you and is just plain frustrating. The art really does need some work, because right now it has the charm of a Stencyl template. Things simply don't fit together. The only real building elements are those blocks. The characters are just so much more detailed in comparison. But then again, they differ in style. The whole thing just doesn't look harmonious. But I will give you one thing: I do recognise the charm of old school platformers here. This game obviously is not perfect. But I think that the direction you are going in with it is very promising.
Believe me I have tested every difficult jump in the game, they are all doable without taking damage.
Well graphics are what they are, stock sprites I have meddled with, I am no artist and I am hard pressed to find the time to become one.
I'm pleased to hear that you think that I have managed to capture some of the charm of old school platformers.
The speech bubbles take away all your speed. I don't know if in the end they will tell a story that goes beyond what seemed to me religious drivel while I was playing it, but the sad thing is, even if they were I would never find it out, because I will not accept bad game design as a fun challenge.
You didn't really explain why it's bad game design. Yes, the speech bubbles halt your progress: that's intended. They are also meant to be hard to avoid. It's supposed to be a struggle to reach great heights. I've presented a challenge here that should take several attempts to complete. I actually think if it was too easy it might damage the message of the game, which, by the way, can be understood without reaching the end.
Thanks for playing.
The controls are not very good. The character can get stuck on tiny ledges. Actually, he got stuck on the starting platform for me. Other than that, this game feels more like a demo. The light mechanic was not really used. I only had to "fuel up" because I was stuck for a solid minute in the beginning. No idea what that green thing did I picked up at one point or why my character was moving around there in the first place.
Not a bad game. The car physics felt very nice. Drifting was a lot of fun. Good arcade racing as far as that goes. The tracks could have been a bit more interesting. Sometimes there were just too many flat sections. A few bumps and maybe also some more scenery could definitely have helped there. Only having the player race against the clock is always a question of preference. I certainly would have liked some competition. At least some times to beat, maybe even other drivers on the course. It could have been like a real rally. Everyone starts in certain intervals. If you do well you could run into the guy who has started before you. And a race mode versus a few opponents at the same time would definitely have been nice as well. Anyway 3/5. Rock solid racer with a lot of potential.
Some of those shadows apparently don't hide you. In level ten I was hiding in the right shadow on the top level with the two zombies and everytime one of them passed me I got busted. It even did the hide animation. This sucks.
Time moves much too quickly. I understand that this probably is to increase the pace of the game and add challenge, but to me this feels more like fake difficulty. And it actually affected the experience in negative way for me. I got 'into the groove' of doing things quickly so much that I ended up clicking on buttons that brought me to the next battle or training as soon as I could see them. I realised that those quest lines actually tell a story when I was nearly done with them. I think making time advance slower or even just for actions would be much better. Training would only take effect between actions in that scenario. Or you can trade action points for training, which simulates not going on missions to improve your posse.
I think everyone can agree that the atmosphere, the music, the style and everything regarding this aspect of adventure games is pretty much perfectly executed here, but I'd like to point out something else: the gameplay is AMAZING! There was not a single spot where I was stuck. Everything led to the next step in a totally natural way. When there is something that can only be looked at, the character looks at it. He doesn't walk there, no, he looks at it. The player never has to make unnecessary input (select hand, select eye, select whatever). Spots of interested are clearly defined without sticking out unnaturally and the feedback I get from them makes it clear to me if they are useful to me or not. I can just go to a room by double clicking the entrance. It even has options to make this game more accessible (close captions, adjusted text). 5/5, favourited, eagerly waiting for the next chapter.
Very interesting game. The use of the pyramid was a bit obscure, but this was really the only part where I was stuck. I only understood the hint afterwards. I really liked how the song was integrated in the game. I think I like the voice-only version almost a little bit better than the full version.
As usual with your games, for the first few minutes you will be confused. But once you get the hang of it this game is absolutely amazing. Pro tip: only use keys when you have to.
Games like this really need to somehow lock the mouse to the game screen like some Unity games do. Nothing more annoying than losing control of your character just because your cursor is micrometres off the screen.
The original novel was called "Flatland: A romance of many dimensions". It was written by Edwin A. Abbott in 1884.