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Im no good at puzzles that need multiple different locations interacting, but looks like a cool game even if I cant get anywhere with it
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Some QoL improvement. An easy way to improve the jump and move controll is to make the character shorter OR the jump height bigger. Because like this it feels very clunky to do these step jumps (from left to right with the only goal to ascend; for example on the big snake that is half on the upper right and upper left room )
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I'd give it a 6/5, only for azerty keyboard doesn't play nice with your controls (Z key) ... use XC instead of ZX :)
For everything else : flawless.
- nice graphics : readable, vivid colors on anything usefull, static stuff close enough to BG colors, simple yet efficient animations
- nice puzzle : no death-trap surprises, every mechanism is introduced / explained, matching mechanisms with matching graphics, difficulty incremental for each type of puzzle, everything is well exploited
- nice dynamic : death does not punish you too much : no lost die-time, no rince-and-repeat 1000x the same sequence to get it done, great checkpoint placements, great boss idea
- nice feeling : in-game story introduction, respected theme
Maybe a secret ending ? (could be, have to beat the boss again)
Maybe secrets ? Or a difficult mode ?
Could introduce optional super-hard puzzles.
How can I pay you a beer ? (have bitcoin/lightning QR ?)
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no giant boulder -10/5.
im kidding, im kidding.
cliche temple traps aside, excellent game. difficult but not punishing.
wide variety of scenarios/puzzles to work through, and a boss that didn't actually throw anything new at you.
fully worth a 5/5 rating. would love to see more games like this show up.
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The level design here got a genuine smile out of me - especially the puzzle with the platforms you can jump through, but not fall through. Sometimes, walking into the buttons from the sides can kill you (I think the game thinks you're being crushed?)
Brilliant work. Graphics and music weren't much, but the gameplay's what really matters, and you nailed that.
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Excellent game! The puzzles were all well designed and had me think, the boss was a really great mixup of the stuff we learned before. Any chance we can get a total number of deaths?
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Definately hard, slightly frustrating at times, but ultimately rewarding in the end. Very good build up of all the challanges as well. 5/5!
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Anyone know where the red blocks go for the central puzzle? Can't figure out where to position them so the gold block will go back to where it needs to be for the life of me.
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Can't get one of the red blocks to come after me in the way that it needs to. Everything worked fine up til this point so I'm not sure what I'm doing wrong. It only wants to go back the way it came, not chase me further than one direction.
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Definitely had a blast playing, an hour that I won't get back, but an hour enjoyed. Amazingly well made, 5/5. This Dev deserves money or something for this.
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Great game but the right bottom level where you have to light 4 candles at the same time is more frustating than the other parts of the game. You should add at least 1-2 second(s) for the deadline to be equally challenging.
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This game is the most comfortable I've ever been giving 5/5. It's hard but never insurmountable. The platforming was precise but not pixel-perfect (and let's face it: most have us have been playing these enough that it's nothing we can't handle). Further, it was fair: the game tells you about the off-screen effects of your actions, the dangers follow predictable patterns, and everything random in the boss battle is telegraphed so you can react to it.
But most strikingly, this game was an immaculate example of game design principles that can make these action/puzzle platformers truly great. Each mechanic is introduced slowly and safely, then enhanced with increased risk, then presented in a thorough challenge that tests your abilities and understanding. Additionally, I found the rooms then closed with an extra challenge that forced me to rethink the mechanic in an entirely new way to solve a final challenge. Importantly, everything brought into the game was explored to its full extent.
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I bow down to the king of perfect dificulty levels. By the coments I'm seeing here that means just beyond the reach of average people.
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I think the in game clock doesn't take lag into account so that's why it's appears to be less time than you actually spent lol. (3 real life laggy seconds = 1 in game non-lag second.)
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Gah, this would be a really great game but the responsiveness of the controls are just a little bit too frustrating. It could be my system, but it seems like this could go a lot smoother -- just a few too many spots where the little guy is just a bit too "sticky" to make maneuvering enjoyable. I'll try again later on another system and see if that helps.
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@Sleepingpull, in the top left room next to the puzzle piece, it gives you a hint on how to know where to place the blocks.
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For the ppl stuck on the moving block. You need it to chase you right (one square), so that it retracts to a new position on the left.
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This puzzle seems to be "Guess where we want you to move this block" and nowhere where I've guessed so far have been helpful, so frustrating to be stuck here without the context of possible other puzzles is fairly frustrating.
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good game, according to the game I spent a mere 71 minutes and 52 seconds ;-) I know that that is not true I think I spent 3 times as much at least, but hey, I got out.
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i'm stuck in the area where large blocks try to crush you. it seems I have to make a large square block go through two triggered floors but he wont attack me at the 2nd floor he has to go through
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5/5, well executed, I really loved it. The way the final boss uses the same traps and attack patterns as the previous levels turned what could have been a frustrating end battle into a clever "think-fast" challenge. Some puzzles were kinda infuriating but somehow they always managed to stay just below rage-quit level. I can't help thinking there HAD to be a way to put some large rolling boulder to run away from at some point but, hey, this game is definitely good enough as it is anyway. Congrats and many thanks for bringing us this gem :)
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I loved everything about this game except having to run back and forth between the configuration squares and the lock. The red, green and blue were bad enough with just a couple of trips back, but purple was a pain. You might want to consider adding some sort of ability to run a check on each section at the configure part that will test out that 1 color portion.
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The third room with the square block, you have to make it try to slam you when you're on the right. I gave up shortly after that, because jumping is too inconsistent for the challenge after the square block set. The game randomly causes you to jump a second time if you land on the edge of a block while still holding jump. This naturally leads to issues when the challenge is to basically climb a set of blocks trying to crush you like they're stairs and the blocks are high enough that you need a max-height jump to get on the next 'step'
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for the life of me i cannot figure out the 3rd room with the square block that moves in the x,y directions..anyone have any hints?
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What a great atmosphere! The Indiana Jones vibes are very strong, and all of the traps felt very in-tune with the theme. A nice balance on the difficulty, where the puzzles range from simple to challenging, where some sections are going to take a good number of tries, but nothing that is really rage-inducing. I had some lag at some points early in the game, but nothing once I put my laptop on charge. All in all, a really fun platformer! 5/5