I like to use the keyboard to move around, as it's less tiring than clicking my laptop trackpad all the time, but the mouse is nice because you can map out where the paths are. Getting secrets, or navigating behind opaque trees, is much nicer with mouse than in EBF3. I actually want both on... for the options to act like checkboxes and not just look like them. * One thing that irks me about the mouse is that there's no visual feedback when there's no path to a square; I understand that indicating path-able squares on hover might be too intensive, but can it flash or something when I click to indicate failure? * The mouse movement cursors/icons were visible even when a dialogue was on screen; I clicked several times before realizing I was in a modal conversation and had to finish that before I could move.
Cute and fun, but with no high scores or times saved, there's very little motivation to get those out-of-the-way gems or use the dash ability. With more polish this would be terrific; as it is it's just okay.
No jumping problems for me; I guess I'm lucky. The levels were interesting and very well thought out, the art was awesome, and the introduction of new mechanics kept it fresh and gave a nice difficulty curve.
Jumping often doesn't work for me, so it's not fixed here. Collision detection for killing pirates is very unforgiving, especially since they move so fast and you jump so slowly. The "fog" is fugly and stupid and leads to cheap unfair deaths and I can't say enough bad things about it. I've been killed by moving enemies immediately after lockpicking (level 21) and while unlocking the level door (level 20): that's just bad level design. Absolutely everything is slightly translucent, which looks awful and makes Flash turn my laptop into a space heater even on Low quality. A bunch of small annoyances that, taken together, ruin what could have been a tremendous game.
The "jump along falling blocks" parts are extremely frustrating. Because the blocks take so long to be affected by momentum, you have to hit the space bar like 3 seconds early, which is annoying instead of challenging in a fun way. The character's lack of speed and jumping distance means you have to be extremely precise when switching blocks; even if I don't get crushed, I usually drop in the gap between blocks. As others say, there's nothing drawing me forward either -- the level I'm on even lacks the interesting backgrounds of the early story levels, and no indication I'll see different challenges: I've been subjected to more "control the falling blocks", "slowly jump over tiny gaps", and "slowly jump over quick enemy" obstacles than I can stand.
On my computer, the frame rate is choppy. With that, it's hard to read the key graphics, which aren't very distinct from each other. I also found it hard to get used to the timing; I missed having a center line like other rhythm games. I never got past Wave 1, so I can't say whether the game gets more interesting, but what I saw was repetitive and the execution was poor.
The art is super-cute, but the frustration outweighs the fun. I hate the design of levels 17 and 18, where the hardest parts are at the end and dying means repeating 20-50 sec. of easy gameplay... that totally kills the fun for me.
Great, a bunch of first-person 3D jumping challenges. In a game where you have no feet. Even better, there are out-of-view ceilings you can hit your invisible head on too. No story is worth this awful gameplay.
Controls feel clunky, especially a 2-key combo for the apparently common pickup command. No ramp-up on the difficulty: in the first non-tutorial, I'm dodging multiple enemy types (none of which I can fight), trying to find the path through the level, having to dig in a way to backtrack, and make use of dynamite optimally. I ran out of dynamite, and then health while looking for more. I'm sure the level would be fun if it were, say, 20 of 25, but as a novice player it was very much the wrong way to start the game.
Here's a tip for you: if we should hold down Shift the entire time, make that the friggin' default mode of movement! If it's helpful to move slowly sometimes, how about "hold Shift to walk"? When you set up the controls to frustrate the player, it's hardly surprising that the reviews aren't very positive.
As there are tons of completely optional scoring opportunities, and score is the only way to get more out of replaying a level... how about actually showing the high scores on the level select screen?
The minigame isn't very fun; I'd rather just be able to collect hearts directly. The levels were often interesting the first time, but with the harsh death punishment, the backtracking, and random warps, you're forced to revisit screens until all the fun is leached out. Could have been an okay-but-short game, but it's a long-and-super-tedious one instead.
Nice idea but deserves more polish. Besides the accidental-discard, one can't tell background scenery from foreground platforms/boxes, and the lack of double-jumping off clouds is extremely frustrating. The teleporter delay, which lets you move before you actually warp, was weird. Finally, I wish I could see my best stats from the level select screen.
Would be amazingly fun, if I weren't sliding off the blocks all the time. With the lack of friction, it's far too frustrating for me to actually complete the puzzles.