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Mambo's Relic Retrieval

Mambo's Relic Retrieval

by Yekaj

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Mambo's Relic Retrieval

Rating:
1.9
Released: June 23, 2017
Last updated: June 23, 2017
Developer: Yekaj

Tags for Mambo's Relic Retrieval

Description

This is the first game I have ever attempted in making, hope you enjoy!

How to Play

Arrows to move, Shift while walking to sprint, Space while mid-air to groundpound

Comments

0/1000
Deathsmith2 avatar

Deathsmith2

Jun. 24, 2017

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End: Yay :D Not much of a reward, but better than "You're winner!". You're just missing a fitting background music here. ;) I found out that the keys 0 - 4 lets you select the level. Either you are missing level 5 and "end" or you should disable that ;) If you disable it, you should add a button or offering a key to press to go back to the title screen. While most players would not replay the game instantly it gives a sense of completeness.

Ok, I wrote a bunch of criticism now, but please know that what I didn't mention was fine :) Thank you for creating this game.

Deathsmith2 avatar

Deathsmith2

Jun. 24, 2017

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0

After finishing level 3, I concluded that this game is supposed to be hard, and that the ground pound is not an attack but the only means to somehow steady your jumps. However, checkpoints would have been really handy.

Level 4: Was not much more difficult than level 3, same problem with the music. I would let enemies respawn, however. The last spike was mean ;)

Level 5: Music was fine again. But please, if you can't jump on certain blocks, don't make them clearly distinguishable from the background, or make them translucent or blinking or whatever. Not able to ground pound while going left made some situations more difficult than necessary. By chance I found out that the enemies do not instantly kill you but only reduce your life and can be pushed aside a little. The enemies before were too easy to find that out before, perhaps you should have provoked situations like that in earlier levels. The smaller version are somehow cute, though^^. Again, mean spikes at the end.

Deathsmith2 avatar

Deathsmith2

Jun. 24, 2017

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The sliding of the character is not necessarily an issue, but you should consider that when designing the levels. Another thing is the fact that you suddenly gain momentum after a while when sprinting, even in mid-air. While this is necessary for this level to handle the gaps, it is not quite intuitive, either, especially since the starting speed is not that much different between walking and sprinting. Though this was an unnecessary learning curve, I got used to it eventually.

Level 3: In the beginning, after mastering the wall jump and ground pound for passing the ridiculously difficult level 2, I got a warning to not touch the spikes. O RLY? I think this belongs to level 2 ;)
The music here has a problem since it does not stop the music from the previous level/try and blends into the new music. Additionally, I found out that you can't ground pound while having pressed the left key.

Deathsmith2 avatar

Deathsmith2

Jun. 24, 2017

0
0

The "title screen" and "controls" levels were quite laggy. It conveyed a bad feeling about the future gameplay, although the following levels ran perfectly.

Level 1: If you explain that you shouldn't touch spikes, you could also explain that you can jump on enemies. If you jump over the enemy and over the gap, the enemy stops over the gap floating, still facing to the left. Please make him turn around and make him stop at the edge or let him fall down.

Level 2: I think one is supposed to sprint and jump through the level without stopping because the character slides too much to handle the small areas you can land on safely. However, I don't do that because I do not know the level layout beforehand. It may be my temper that is nitpicking but usually, spikes are not supposed to hurt you when touched from the sides. While the sprite having smaller spikes at its side suggests otherwise, I would have used a spike ball or a fire that is obviously hazardous when touched from any side.