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Jumping could be done a bit better, but the game all in all is fairly fun, just can get frustrating when you can't get the guy to jump off the walls.
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Really good game, I was scared that it would be just a clone of meatboy but it's a lot better on many aspects. What I really enjoyed was the level design. Levels felt easy and smooth even if they were obviously difficult.
The only down I have is how tricky it can be to roll after a jump. This could be fixed easily by making a roll if you're holding down when landing. Died a few times because I pressed too early and was still in the air.
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great game, took two hours but got all gold... the wall jumping could be smoother, but the timing for the movement windows was beautiful. you have to go through almost every level without stopping. however, there should be a reward for all gold medals...
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It's details what makes the game frustrating. The controls are far from perfect
– sticking to wall is slow, you cant roll right from a jump. Plus you are encouraging us to speedrun the levels, but why does the timer not wait for the first move? That causes useless restarting.
However, otherwise it's a good game. Music is perfect.
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If you're not getting the medium badge - try going to the level select menu, select Chapter 2 and click "Submit Chapter Time"
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This game is fantastic! Just the right amount of rage-fail without being grossly difficult. The A+ times were VERY reasonable - often, the most immediate, direct solution would earn the medal. Very enjoyable! Thanks!
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Mechanics and gameplay just are not there. For a game like this, the pause after hitting a wall before he sticks and the pause after landing before he can roll are just astoundingly aggravating.
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The wall jumping requires an annoying amount of timing. Move against the wall while you jump and the jump turns back and fails. Move away from the wall split second too early and the dude drops from the wall and doesn't jump. Horrible.
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Fun until the game started lagging in the warehouse. Can't time jumps/slides when it does that. And it looks like I'm not the only one experiencing it... Other than that, decent platformer.
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Rarely do I keep playing a game that irritates me as much as this. Rarely do I replay a game I rage quit (twice!) But rarely do I feel the deep satisfaction that I feel now that I have won all gold stars and defeated the game. Well done, GregAnims, well done.
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As an N+ fanatic, this hit all the right grooves. Walljumping/sliding needs more polish, but those familiar with these gametypes should know that these are by default rather unforgiving.
Change the bind for jump away from space, use a key like E or S - something close to whatever you've bound reset level to. It'll help your runtimes immensely. Will 5\5 when you have a level creator tool.
I REALLY wanted to include a level editor, and tried many times, but the way levels get generated from tiles in Stencyl Engine, meant that it just wasn't possible. If i make a better version in future in another engine, i will be able to vastly improve the art and include a level editor :)
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This is a great game, but the controls make it way more difficult then it should be. Difficulty in games like this should come through level design, not by un-precise controls.
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Here's a tip for the boss. Of the two squares that the jetpack fuel thing covers, stand on top of the rightmost one during his second wave and you'll be safe.
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Level 34 is an example of fantasic game design. Since you have to walk on top of, then slide down, a box that contains a homing spike ball, you're shown what this new enemy is and what it does, rather than told "This is a homing spike ball, it will follow and try to kill you." Tutorials should be used as sparingly as possible, because they break flow. Just one of the many things this game got right.
Thanks, good eye.. at first i didn't communicate that those balls can move through spikeblocks, and a friend of mine died because of that so then i add in the spikeblocks in the first square-shape to show this. Sub-communication is really important i've found, and i learnt a lot from this game! The squid cave level is another one, you are forced to walk onto the floating platform at the start to show you what it does in a non-dangerous setting :)
Might do a developer commentary on this stuff because i find it fascinating! All stuff i learned from other games, and especially the developer commentary on portal with how they introduce new mechanics in a smooth way.
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I really enjoyed this game. The game is difficult, but at no point did I ever feel frustrated and I ended up very satisfied after getting an A+ rating in every level. Good job!
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my only complaint with this game is the fidelity of the controls. i just feel that the tolerance for everything should be improved a tad to make the fluidity of the game stand out. for instance, when i land and need to roll immediately, i don't want a short delay before i can roll (it makes it seem like the game is broken when i press down ahead of time but i still hit my head on the obstacle). this same probably is prevalent in the wall-jumping mechanics - with a little tolerance added, wall jumping would be a smooth experience instead of that occasional feeling when you don't execute a wall jump perfectly (they are counter-intuitive in most games where you have to do sudden left-right control shift to maximize the effect of wall-jump - the fix for this is to increase tolerance)
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Alternatively, if the badge doesn't award, go to world 2's level list, then click on "submit score". That might help it register.
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If you're having trouble getting the Medium badge to register, I reloaded and replayed one level in World 2 (level 16) and earned the badge.
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The lag is outrageous for me, not really sure why. Probably my computer. The moving parts starting in the 7th level make it impossible for me to get the badge.
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I had played this back in 2013, recently came back to it and found it wonderfully challenging and as has been said a bit frustrating but the progression is great, play it enough times and you can do any level. Very nice job!
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Normally, I don't like this kind of game. I usually find them to be too punishing, too random at points, and requiring superhuman reaction times. Here, I never really felt like it was the game's fault when I failed, pushing me to do a little better on the next life. This really hit that sweet spot where it was a challenge the whole way through without ramping up to the point it stopped being fun. Great game. 5'dm
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Good 4/5
For 5/5:
1. Spacebar is a bad button for platformers. It has the worst response-time of any key. Thanks for allowing keychanges, tho. :3
2. It is frustrating that you can't easily drop off a wall once you've begun to slide. It would be nice to be able to disconnect more easily without wall-jumping.
3. Not quite as much of an issue is that it is also difficult to roll as soon as you land, as it requires you to press the roll button AS SOON as you impact. This could be seen as a good thing, as it means you have to use more discretion when you roll, but it does feel a bit weird. Your choice. :)
4. It would be nice if it was frozen at level start until you press a key. This would mean that you won't have to hold down a direction while pressing restart to start moving immediately, and (!) would remove the level-load lag I experience on my craptop, making levels like the World 2 boss less stupid hard due to dying before I can see what's happening.
Also: level editor plz? :3
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I have to agree with some people. I think that the game would be a lot more fun if you didn't have to basically hold down the arrow key to be able to jump off of the wall. Other than that, this game is everything it needs to be a 5 star game.
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The timer should start after you click any button, some of the A+ times were a bit too easy, sticking to a wall needs to happen a little faster and also I think having up as jump and spacebar as jetpack would be a better option. 5/5.
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I loved this game. I appreciated the fact that you can earn gold medals without obnoxiously perfect runs being required. I would have liked to see a reward level for getting all gold medals. Or even just an acknowledgement. I didn't seem to have any control problems that others seem to complain about.
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Drug_Cartel got 9,897,886,546 in A+ Medals and 8,454,543,345 in Level.. good job.. Is there a secret button for levels? hahahaha
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This is amazing. Easily one of the best Flash platformers I've seen in a LOOOONG time. The final boss was a touch easy, though. To avoid the spinning projectiles, stand on the left side of the jetpack pad. You have to stand slightly off-center. I especially loved the way the following spike balls activeted the switches. Made level 39, World 3 kinda fun and difficult, and was so satisfying to just slingshot the orb into Dr. Green Squidshit. All in all, 9/10. Point deducted for the walljumping, which wasn't as.... fluid, really.
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for a game where jumping is, you know, the point of the game...the jump button sure likes to pick and choose when it works. Other than that, great game. 4/5
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It is difficult to get Skullboy to duck after jumping, and wall jumping could be more responsive. Still not bad, but the balky controls make it frustrating.