Something else to consider in the future -- there's not quite enough gameplay before the spots-of-light level to get used to the jumping distance. That sort of trick should be saved for later in a longer game.
Good, but I found the momentum on the movement too slow -- I was annoyed at how slowly she turns around and starts walking. I also wish the Up Arrow key would jump too. Clicking "New Game" after beating the game took me to a white screen. Looking forward to the sequel.
An okay Mario clone. I liked the low-gravity jump, and the forgiving enemy collision. I didn't like the amount of offscreen jumping, and the single jump height. The last level's number got obscured by the cloud background. Those looking for either "adventure" or "story" will be very disappointed.
I can't seem to jump at all when I'm on movable platforms (the ones tied with rope), which makes it really easy to get stuck and be unable to complete the level without restarting. Also, the view is zoomed in too much -- I know you're proud of the artwork, but the gameplay suffers terribly. If you let us see more of the field, we wouldn't need the clunky camera tool.
Wow, that... that really is bad. It's like a parody of bad Flash games, except that it's not actually funny or enjoyable. My "favorite" part was the random stolen background images, including some game login screen complete with password entry area. That was something.
Kinda slow-paced, but okay, until the drill boss in level 8. He's way too hard, considering the controls in this game. With the screwy momentum (my horizontal jumping distance varies randomly), hard-to-aim throwing mechanic, and easy-to-accidentally-trigger dashing, it's not worth seeing what lies beyond.
I'd actually like it if the checkpoints were about 3 times as frequent. I gave up about 15 minutes in, after mastering one section and figuring out there were 2-3 more tricky sequences ahead, not even seeing where the next checkpoint is...
Even better than Faultline. I hope that your campaign succeeds, and that the full game keeps this same focus on puzzles over action -- I really enjoyed how most levels didn't need reflexes, only planning.
It's not often that an LD game has too much in it, but that's the case here. The different wheel speeds, the tangential jumping, falling off when you pass the midpoint, running back and forth... for me, there are too many competing gameplay elements for it to be fun.
Not quite as ambitious as REDDER or Endeavour, but as those are two of my favorite Flash games of all time, take this as "praising with faint damnation." A wonderful game and instant favorite. Thank you! P.S. I found your signature room :)
I like upgrade games, but this one maxes out too early. I ran out of things to buy long before I made it to the end. The late game makes it easier to die, because you jump high enough to hit ceiling spikes and run fast enough to hit enemies before you can dodge or shoot. I guess the moral is: you can't buy your way out of problems, even in a game built around that concept.
I never played the pre-update version, but I think the tweaks worked: I found it very fun, with terrific pacing and good controls. The story comics and game art were also adorable.
Has a lot of rough edges, but it's promising. I found levels 7 and 14 challenging; 7 especially was tough as the introduction of the new crate. 15-17 have easy "shortcuts" that feel more like bugs than part of the story. The pause is very buggy when the story is on screen. Keep at it; I liked the gameplay and I look forward to seeing what other games you come up with.
The drop-downs are your only mechanic, and they're game-breakingly bad. When I used the arrow-key workaround, it also changed other answers, so I had to go back and re-set the rest of the puzzle. The next time you release a game, for the love of God please get more testers.