I loved the gameplay; the mix of puzzles and action was worthy of a Game Boy Zelda entry. The weaponry and abilities were quite clever, and your solution to avoiding Zelda's late-game "switch items every 5 seconds" was excellent. Environments were sometimes ugly, but always varied, which is much appreciated. The lighting was too dark at times (I wanted to turn off the day-night cycle), and I hated the story; the "are you doing the right thing?" trope is much more successful if you actually have an alternative (play Endeavor, by Zillix, to see it done right). Not perfect, but the most enjoyable Zelda clone I've played.
It's a very creative Karoshi-style game, but the controls are even less polished than that game. I want to like it for its variety, but the clunky and frustrating platforming is getting in the way.
The first level was okay, nothing special. There's odd behavior on corners of blocks: sometimes if I just barely land, I'd go rocketing up again. (I've seen this with other Stencyl games, maybe it's a bug in the default physics.) I'd also get stuck on some steps in the second level, and be unable to jump. The second level was frustrating, as the chasing guys were very random and I couldn't reliably exploit the ability to jump on them. I kept getting pushed down into one area, where it seemed the only way out was to jump on their heads, and I'd promptly get knocked back down by another guy the few times I made it out. The time limit was way too short for that level; I gave up. It has promise: keep polishing and testing, and eventually it'll be a fun game!
Yeah, I noticed that something was wrong with the blocks too. I have no clue how to fix that. Maybe it is Stencyl. I have beaten the second level before. I can see though from where you are coming when you said the time limit is too short, since I myself have had trouble beating the level. Thanks for the feedback!
Why, when I "fail" a level, do I have to click Reset myself instead of the level resetting? Why can I touch a block enough to make it disappear, but not enough to collect the coin above it? These bugs, along with the slippery physics, mean resets are both frequent and needlessly annoying.
Wow, it's quite a shameless clone of both the gameplay and the visual style of the [Visible] series. Overall I actually liked the levels better, but I agree that it's a little slippery, and the one stylistic change (blurring vs. gradients) obscures spikes in the reflected world, which is just cheap.
puzzle\PLATFORMER :)
and you know there were people that complained that some of those levels were too hard to get the idea (solve the puzzle).. the quake level had no clues at all, and you had to dig it yourself.. but I changed that.. made it more casual..
To pass level 16 on a Mac: Laptop users, hold the Fn key (lower left corner) and press Delete. Extended keyboard users, press the "Forward Delete" key, located below the Insert key. Developer: please add support for using the Backspace key, which is labeled Delete on Macs.
A pitch-perfect parody of games like Braid and The Company of Myself. And, it's a genuinely fun game to boot. I laughed, I loved, I turned into a zombie. Thank you!
I thought the lack of tutorial was fine, I had no trouble figuring out what to do. I did find the physics really hard to get used to; I had a lot of trouble timing jumps around the knife blocks, I slid off ledges a few times, and the block-pushing physics were over-sensitive to the point of randomness. Really nice concept, and I dug the puzzles, but the platforming was too demanding to be enjoyable for me.
It could use a LOT more polish. I quite liked the concept, the levels were nicely varied, and I liked how the enemies were themed based on their movement. The quick resetting and lack of penalty on death was good. Not so good: Collision detection on enemies was too unforgiving; I felt like the hitbox was larger than my visual sprite. The jumping and falling physics weren't fun. Level 7 was too low-contrast (white blocks on a light background). It was hard to find the starting animation; a quick zoom or iris-in animation would help a lot. The levels should end at the red star; collecting stars from the red enemies was just tedious. Jumping off the top of the screen is almost never a good design. Last but not least, for a game with lots of backtracking, it was very slow-paced, with slow movement and also a lot of waiting for enemies to move.
I'm a Metroidvania fan, so I love the concept, but this game design is not very forgiving. I needed to reset in the level with upside-down climbing, because I can't walk under a 1-block gap, and can't jump up a 2-block gap. After a lot of trouble with F3 (partially because I entered facing the "wrong" direction), I finally made it to the screen above... and then fell back down into F3 on a failed attempt.
There's a lot of promise here, but a narrower focus would help. It's too hard for an exploration game, and too directionless for a VVVVVV-style action game. I look forward to your next game!
So many similar games have added frustrating timing elements. I'm very glad you kept the moving enemies to only a few levels, and focused on puzzle-based level navigation instead; I really enjoyed it and the challenge came from "aha, that's how I get there" instead of "why did the stupid engine make me jump late". The run and jump mechanics were pretty solid too; it was hard to get into some sideways gaps, but that usually meant I was approaching the puzzle wrong. The gravity while jumping was perfect, I really felt like I was reaching for those higher coins... all in all, extremely impressive.
The whole game was either entirely mouse or entirely keyboard, which is great on my laptop... then the last battle requires both at once and is unplayably hard on my trackpad. Nasty surprise.
Ads didn't affect my opinion much... by the time I saw one, it was after dying repeatedly on a level whose design highlighted the terrible controls. Even if it were ad-free, the game still wouldn't be good.
There are still a few bugs and issues with the controls, mostly when it lags. A huge improvement over the first, though, both in bugginess and in level design. Good job!
Would be much easier if the controls weren't so sensitive; that's not a good sign design-wise. The challenge often comes from fighting the controls instead of the environment; I'd slide on the ground, or overshoot and over-correct in the air. In some places (notably level 19) the harmful spikes were hard to see, leading to a couple cheap deaths. Quite pretty, and a neat idea, but it could have benefited from more playtesting and refinement.
I enjoyed the Normal game, but interestingly, it would have made a more positive impression had you left the challenge levels out. The controls were good enough for the Normal difficulty, but harder levels just highlighted the weaknesses in your engine. Sometimes less is more.
Game engine is... okay, not great. Game is non-existent: one tutorial level is not a game. This would rate poorly even in a Ludum Dare competition; I expect some level of playability on Kongregate.
Yeah, I noticed that something was wrong with the blocks too. I have no clue how to fix that. Maybe it is Stencyl. I have beaten the second level before. I can see though from where you are coming when you said the time limit is too short, since I myself have had trouble beating the level. Thanks for the feedback!