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This is amazing. The control is awesome, the music is exquisite, the puzzles are phenomenal. My only complaint is that there aren't enough levels. Give us more Levels!!!
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I got frustrated with the 4th(?) puzzle where there appears to be water on both the floor an ceiling. I'll come back later, but I would have normally quit and moved on to something else at that point. Very nice job with the lighting and ambient sound.
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Warning. Flippers ARE dangerous!
There are five main telltale sings to identify Flippers.
- Telltale scuff marks on their clothes.
- Unexplained scrapes, bruises or broken bones.
- Usage of excessively big boots.
- Often seen wearing leg protection.
- A fondess for the colour orange.
If you find a Flipper, alert CPF immediately!
CPF - Keeping the City Safe.
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looks awesome but extremely unoriginal if it dose get better players will already get bord before geting there and my head herts from all those flips. But even throw all of those nitpicks its a nice game
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Achieved to fly through the roof on 4th level. Trying to get back in now. Great job! (Also, you could make a little visual effect when grabbing energy, it feels a bit dumb to look back to see if I got it. Would make it more satisfying)
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So I managed to uh... fall out of the world? In the last level after I dropped down the final shaft. I landed on what I thought was the exit platform but then floated out into the blue.
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extremely frequent checkpoints would make this a lot less tiresome - i keep failing to switch at the *exact* second needed on level (3 was it? the first one with the water, where you have to drop down), and having to re-do the entire 10 seconds of level before this gets REALLY OLD after the 20th time.
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5/5 and favorited. I would love if you could make level in an out door city-scape, With all the "sky" lights and hints of towers, roofs and signs, I can imagine the testing as just a brief intro to the world.
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Great game, I finished it. Only nitpick is that the glowy things have hit areas that are WAY too small. I know you said you made them easier, but imho they're still too small. There were many times when I thought I walked/jumped right through one only to see it still sitting behind me... especially on the level where there's a line of them over the water at the start.
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Looks/feels real nice, plays well, and seems clever, BUT, way too difficult IMO. I understand it's a very short prototype but you're introducing brutal challenges 20 seconds into the game! I loved Portal exactly because it was all about figuring out the solution, and not (or very little) about actually executing it. Though I didn't play much of VVVVV, I understand it was much much more about execution, but as far as I'm concerned you could make the platforms in-between the pools 3 or 5 times larger and the game would be just as interesting (especially in the early levels).
Also: getting stuck = meh; took me longer than I'd have liked to understand the energy thing.
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Good game, good concept, fun, challenging. I personally hate this game but only because it gives me a migrain. Keep up the good work though I am very impressed just not my genre of game.
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Neat spin (or Flip) on the Portal-type games. Any chance future levels will have you "flip" to the side in addition to flipping from floor-to-ceiling?
The game is 5 levels long (which, if you refer to the highscore table, can be all finished in about 50 seconds), so I didn't feel the need to add a save option :)
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Awesome graphics for some Unity game :)
And, as already said, it seems like portal or vvvvvv.
One thing I just want to say : FOV, it's a platform-puzzle game were you spin all the time in any direction... Maybe a wider field of view will be welcome, no?
But nice, 5/5
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I agree with LogicBomb, not knowing whats coming up is truly frustrating. And the fact that you HAVE TO DIE to find out is even more frustrating. The GOOD game mechanic is being destroyed by BAD level design. Because of this, the learning curve is too steep, which makes me doubt that any more than 30% of players will see past level 3.
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i think the puzzle where you have to fly through the air by switching gravity over and over is a bitt to hard especially since you have to grab pickups while your flying and those v ery pickups are near the water
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The one complaint I have is that, at certain points, it is impossible to see what is next so you have to go through it multiple times to know what is there. It would be nice to have a checkpoint at those points.
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Awesome game ! and the secret was really hard to find, must have done it 3 times + hint from a commentary below to find it! :p
Hmm that's unfortunate and strange. The game has been tested on several Macs (MBAir, MBPro, iMac) and it worked perfectly on all of them... Make sure you click into the game frame to give it focus.
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Quite challenging and enjoyable, could use a tutorial for some of the more complicated jumps. I could see this becoming a full fledged game.
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The rotational flipping may make the game feel clunky control-wise to those who can't calculate the landing-position offset (non-fluid flip movement they may say, not understanding the unique challenge presented to them by the rotational flipping mechanic) Please don't think of it as something to fix, but without a tutorial puzzle that shows this rotational offset happening the player's flip calculations will be off constantly causing pointless frustration. I suggest placing a big TV in the landing location of the first flip that shows the flip in 3rd person perspective so players can be aware of and witness the rotational offset for their selves. Luckily though, the only place where knowing this makes a big difference in this game prototype is the very last flip. Also, I love the secret area and the VVVVVV character cameo. Again, props on making an amazing game concept come to life... even if it is a disappointingly short prototype... 5/5! Now go make it even better!
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I had thought something was off in all my flips before, but after 5 minutes of trying to do the last flip I realized my problem. When you flip in Flip’d, it’s not a direct flip upside-down like in VVVVVV, but instead you rotate clockwise causing you to not only be upside-down, but also a small distance to the right of where you flipped from. Those having trouble with the last jump... don't flip towards the last pickup from the orange line directly in front of it. It tricks you into thinking you are supposed to flip from there, but instead flip forward while standing a just a little bit to the left of it you will find yourself collecting the last pickup... then it is all about the timing as you pull back and attempt to use it in time! This rotational flipping is actually a pretty good thing.
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I wish to see a lot more out of this game. Flip'd is definitely not just 3d V*6... it is so much more. It’s difficulty comes from have to judge where you will land before flipping, as there is often no time to reorientate yourself mid-flip due to the tight precision required in most of the flips. You often have to land blindly. This is not detrimental, in fact it is what makes it unique… the gameplay isn't about flipping and then maneuvering to a landing position, but it is actually about calculating your approach to a landing before attempting to do your flip and seeing if you get it right. That feeling of finally landing on a platform that’s been giving you trouble is the kind of feeling I play games for. The only bad thing was that it took me until the last jump of the last puzzle to see that there is also a unique behavior to the flips…
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Beautiful game! It’s a simple concept that pulls much inspiration from VVVVVV and Portal, but manages to distinguish itself from them. The atmosphere is just great... I spent almost as much time looking at the cool stuff outside of the windows as I did raging at how precise some of the flips are (for those not finding the secret... I suggest you do the same). Flip’d could easily evolve into a full-fledged game experience with just a bit more attention to interior decoration, a deep background story for both our character and the location, some moving platforms, different hazards such as spikes and turrets to give more variety to the challenge than just "don't fall in the water,” more great music tracks to suit the mood of each puzzle, some flippin' crazy boss puzzles, and some extra features like… well, jumping. Different colored pickups to do different things would flesh out this concept... include a pickup for getting +1 jump in a level just like the current pickups give us +1 flip.