Well, with the gravity lines, stationary spikes, moving and vanishing platforms, enemies, trinkets, room names, only two levels to play, only two crew members to rescue, teleporters, checkpoints, the map, terminals, dialogue, and, of course, Captain Viridian, this demo is fun to play. Thanks, Terry!
Nice concept. This game really gets the Christmasy feeling to me. Snow falling, ho ho ho, Santa, you really put some effort into this! Nice one, Chris! Ho ho ho!
Nice game, nice concept. Even though that this is the last game of the Liquid Measure series, I gotta say, I'm really impressed on how this turned out, you know, with some special water, creative ways on how to make the levels, and with the fact that this can bring back some memories from the whole series. You're still one smart guy, developer!
Although I have seen some skulls and bones with a lot of corrosive poison, I must say, this game has a great concept with some nice title music and level music to add the feel to the game. Measuring is good enough to know your math, and I've enjoyed the whole series! That title music tho!
*reads disadvantage that the Child can dislodge crumbling tiles if he jumps on top of one* *realizes that Infinite Mode is now less reliable to beat in 2,500m with the Child* *freaks out, but calms down quickly*
It's vaguely based on real-world physics. The idea is that if the Child doesn't apply much force, he won't dislodge the tiles. My best guess is that pushing off would be the time when he applies the most force to the tiles, so that's when they fall.
There's now a "Whoops! Let's pretend that didn't happen." message from when you don't go so far from the *very start* of Infinite Mode. Thanks so much for that!
It's vaguely based on real-world physics. The idea is that if the Child doesn't apply much force, he won't dislodge the tiles. My best guess is that pushing off would be the time when he applies the most force to the tiles, so that's when they fall.