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Hey it's finally here! Very tough, even on beginner. It might help if the text was a bit bigger and easier to read, but I guess that might take it out of the 8 bit feel? Anyway, 5/5 :D
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Ugh. I hate this one as much as the first. The poor level design choices are still evident, the annoying control response is still perfectly intact, and the frustrating save point layout makes this just as bad as the first. I think I've just been spoiled recently with platformers like Moneyseize and Greg Can Jump.
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Also, i guess you could add it to the description as well as the updates, Assuming its possible to do that(I wouldnt know).
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Ok, i see what your saying about the moving down a ladder thing, that would require an extra key somewhere(ex. A,S,D and then another key i suppose, the idea being that A would go up and the other down, in which case Z would be ideal, not that im suggesting to add that based on this comment), I mainly just feel that the default key configuration needs work to make to game easier to pick up and play, it seems even in radier 1 little attention was paid to this just because the control could be changed by the player.
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Pros- interesting game, cool puzzles.
Cons-laggy(even after setting cache to unlimited), annoying control scheme, game gets tedious when the monsters offer no challenge and there are repeated deaths from jumps that either lag or need to be pixel perfect or some combination of both. I understand you want to make a game difficult, but dying 15+ times trying to jump from ladder to ladder and then easily killing any enemies without effort isn't that fun.
2/5. Needs some work.
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Since so many people don't take the time to read what is right on the page there about the solution to the lag, is there any way I can make it MORE OBVIOUS to reduce the number of complaints?
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How the heck does the keyboard layout not make sense? Aside from the extra button, it's an NES controller. Re-inventing the wheel? Please. Classic platformers have ALWAYS had a seperate jump button. This game is not trying to be unique, it's trying to be like an old school platformer.
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This game is excellent. Unforgivingly hard, even on the first level, but that is unique and interesting. This game is no pushover. The music is excellent and the level design is fiendish. This will probably be a favorite of mine for a while.
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And to darkane, an apparent non-constructive critic, I address the question of ladder navigation. How would YOU have ladders be handled?
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I've always considered UP used for jumping to be really uncomfortable since I always think as jumping as a separate action rather than merely a means of navigation; I consider going up and down ladders or 'up' through doors to be navigation though. In the NES, SNES, Gameboy, etc games that inspired me, jumping was always a separate action on the non-d-pad buttons, and UP was always used in the way it is in this game... It works better *if you take the time to get used to it*, but the problem seems to be that people don't want to take any time to get used to unfamiliar controls, which is a bother.
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magnarocker, your either saying: a) we should press A to grab the ladder and then use the up/down keys to go up or down... well... how would you get off the ladder if the jump key is now being used to go up? b)we should press the A button to go UP the ladder... mm... that seems a bit strange... using the up arrow to jump doesnt make jumping easyer for most... its all the same... its a habit... i say: adapt... adapt yourself to a slightly different key configuration... or, you know... just change the key configuration...
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As much as you like to think that reinventing the wheel is necessary to stand out (referring to your keyboard scheme), you're completely wrong. There is nothing natural about this layout. At all. It doesn't make any sense.
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Sorry for yet another post, but i feel a bit more explaining on my previous comment would make the point more clear. By using A to interact with object and not to jump you are basically making the A,S, and D keys the keys that the player uses to interact with the world around them whether its using a ladder or chopping up a bad guy, and making the direction keys purely used for navigation, i think that would make the controls feel less clumsy for most.
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If you used A for interacting with ladders, how exactly would it cause you to interact with them? Would you move up the ladder by holding A? How then would you move down the ladder?
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Using A as an action button to interact with objects such as a ladder and a door, and using up for jump like most other games of this nature, I believe, would be a more comfortable default set-up for the majority the people who will be playing the game. The idea is that all interactions with in game "objects" are done with one key anyway, this just makes jumping a little easier for most, and makes the function of the key your using to interact with objects a little more obvious.
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Not sure if it's just me, but this game is INCREDIBLY choppy for me, no other game I've ever played has even close to the same problem, besides that I am not a fan of games that are just non-stop jumps where if you don't get it prefect you lose or have to start far back.
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That first room is sort of designed so that you land on the platform, not the vine, and it's a race against time... But I suppose it is a bit much for the *first room* and I should change it. Maybe I'll do that now...
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One thing that really confuses me about the design though. You've made it very obvious that you're sensitive to negative feedback and want people to try and appreciate it as a difficult game. Yet the VERY FIRST ROOM has a segment where if you don't jump perfectly and hit the vine instead of the platform, you have to scramble over the spikes, kill the huge monster, and jump onto the platform before it disappears or you lose a life. This is the sort of crap that turns people off the game. Ease into the nasty parts, don't frontload them.
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To the person who said that they don't understand why up isn't jump, uh... For one thing, I've never liked games that use 'up' for jump because I never played any old console games using UP for jump, and also, you are suggesting that you have A for *climbing ladders*? You think having A as jump is sillier than having A as climbing ladders and entering doors?
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I didn't like it as much as Raider 1, largely because there were a lot more "do this pixel-perfect or you die" areas. Still 5'd from me though.
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Glad to see Raider 2 completed. Another excellent installment of the series. Now... Time to try to beat it on intermediate and not fail quite so hard...
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I agree with onthesnake. If you developed it for the DS, I would buy it, easy...even if it could only be played on a Flash Cart.
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this game is awesome, if you made it a few decades ago you'd be king. try making it for ds or something, its a really kickass concept.
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Oh, one more thing to add. Sorry for the multiple comments, but I forgot to mention this. When there is a block with a spike on it, it is possible to stand on the VERY edge of the block without being harmed by the spike. Although, it takes quite a lot of skill required to do this consistently, and thus making it somewhat pointless to fix, but I just wanted to point this out.
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I find it funny how so many people say that they hate it simply because they're not very good at it. All in all, a rather decent game. I'm certain I've played better, but this is very entertaining and you (developer) deserve more credit than is being given by the masses.
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I forgot I wasn't on unlimited storage anymore. It completely fixes the lag issue, which was ruining the game.
Maybe some form of key entry/code to unlock the difficulty levels? Released on beating an episode at a higher level? Or getting a rank? I play these games for the challenge, and being stuck to beginner for the first play through is boring.
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Its decent but really not great, i still fail to see why the up button cant be jump and the a button be the action button by default, i realize this can be changed but it would mostly certainly reduce the amount of 10 year olds complaining about controls. P.S. FINISH MARDEK 3, NAO!
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By the way, in room 3, when you first get on the moving platform, it is possible to jump from there (before it moves down, if you're quick enough) directly to the nearest vine. You should have the moving platform start off a block lower, unless this shortcut is intentional.
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actually, pseudo, i always read the instructions...
anyway, its always a pleasure to help... i could never understand how that actually helps, since these games dont take much storage space... but... it works...
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Good platformer, just a little to hard for my liking. I enjoy different weapons too, but the enemies arent even remotely hard, or the focus of the game so I can see why its just slash and shoot.
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F77Fabio, I just tested that, and... wow. That's so bizarre, but it WORKS! I can't understand HOW it works, but setting your storage to Unlimited fixes the lag! I'll include this in the instructions bit... not that anyone reads that, but at least it's there.
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Also, I am glad to see that SOME people appreciate this game for what it is instead of hating it for what it's not...
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If everybody just makes games to appeal to The Wider Audience of casual players, who's going to make games for people who, uh, want to play games like this? o_O
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Quality game, again. Incredibly difficult, but hey. At least it's FUN.
It truly pains me to see your work get shot down by a bunch of babbling 10-year olds, Pseudo.
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It might be worth playing through it once on easy, but I don't see the point of trying to earn a living creating games that only appeal to the few people who who might actually enjoy frustration.... I still like it though:p