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I feel that the platforming was far, far harder than anything the monsters could throw at me. Especially because most of the powerups helped damage output. They never touched me once but the first time through I fell through a hole at 8000 m and kept falling in pits since, all the way to the end.
That is the idea with a multitasking game: Balance. If you focus on killing enemies, you won´t get touch, but you may fall. If you focus on jumping, monsters will get much closer...
Anyway, I will work on tighter jump controls in the sequel. The results are not the ones I expected.
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a few issues...
1: Jump height, makes it hard to land on that platform thats just longer than one jump but two jumps lands you in the hole.
2: Shield doesn't let you survive from fall, with the jump height issue would be nice to bounce out of hole with a double shield on.
3: lvl 10 is max. how about ore stuff like start with shotgun, extended ammo clips, triple jump... just a few ideas.
UPDATE: Small platforms are now larger.
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- A few tricky jumps make the game more challenging, you only need to be careful with double jumping.
- All the other suggestions are already in my "To Do" list for the sequel. Thanks everybody for the very useful feedbak!
UPDATE: Small platforms are now larger.
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The idea is to increase difficulty in the late game. Otherwise, the game dinamic is just "double jump always". A few tricky jumps make the game more challenging, you only need to be careful with double jumping.
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This game was interesting at first, but it's irritating that running speed doesn't increase. The game seems linear, and even when the game was meant to be like this, it shouldn't be this obvious. Also, upgrades/powerups weren't very interesting.
Suggestions: make this a maneuverable game, not another 1-button game. Maybe add an upgrade for running speed. A jetpack might also be a decent idea for jumps that are annoying, instead of just making the platforms slightly longer (short to tall narrow platform to a tall platform again). Possibly adding other weapons would revitalize my interest, but otherwise this is a solid 3/5 for me for good visuals, appropriate music, and a decent idea to start. I'm sure your sequel will be great!
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You should add different characters that unlock with each level which have different specialities, like one of them jumps better but other one is a good shooter etc etc...
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i feel like this game could have been made into a scifi rpg. like there is some story explaining why this Neo-like character is stranded and fighting to survive on this alien planet full of kthulu inspired metroid-xenomorphs.
*fun game*
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really love the game... end felt kindof empty, though. One last boss at the end that you have to kill to get to the end of the game would feel so much more accomplishing
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Nice and casual - but maybe a bit too casual for its theme; there's no horror element or any kind of adrenaline rush, you just shoot these tentacular things. Pop pop. When you lose, it's due to a little mistake in a jump that makes you think: "Oh. How dull." But it was nice. I wouldn't mind seeing a more action-oriented version.
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I much prefer one-button running games where holding down "jump" for longer makes you jump higher. That seems a much more natural way of controlling the character.
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It was pretty easy. I beat it on my second try. I think upgrading and adding levels would make this game last longer and make it more challenging. Solid 4/5
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you play once get like 9000m second time 4000 3rd 2000..... grrr this game pisses me off but i must play it agian!!!!
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You should add a skill tree. Every time you level up, you get to choose from 2 or 3 choices to upgrade your character.
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Excellent game. Kept me entertained. For your sequel some sort of buyable upgrades or choices leveling up would make me even happier :)
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Quite nice concept but leveling up doesn't make you feel any stronger and having to restart all the way from start is kind of annoying since the first half is mostly a time consumption. Also I don't get why there is high score when it's obviously RNG (random) whether you actually get "enough" multipliers during a run. If their positions were fixed it would be another story. High score is usually useless and irrelevant to satisfaction of gameplay anyway though. As some have mentioned this is more about the platforms than the monsters, perhaps this could be balanced using some kind of trick, similar to Shield in function, that allowed you to hang on to a cliff edge and get up again. 3/5
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I love everything about the game: the setting, the atmosphere, the background, even the font. Was a little hard but eventually managed to win. Would love to see more of that, even in a totally different genre.
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It's nice to look at and nice to play, but it could got a lot further by respecting traditional gaming dynamics. EXP should be earned by running and/or killing monsters, or if you want to keep the current system it should be renamed. You should be able to hang on to bombs, and potentially to choose which skills you want to invest in.
I also reckon you could put in another two levels without adding much and it would still make the game satisfying. Ground tremors/features would be interesting. Still, well done!
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If I get a Bomb, I am not always in a position where it would be a good thing to set it off at that exact moment. Perhaps getting a bomb should let you hold onto a bomb, which you can then activate at any time. That opens up the skill avenue of "Hold More Bombs" and "More Effective Bombs", where they have multiple waves of bullets per bomb and/or more bullets per bomb wave.
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that resut screen music... i heard it on creeper world! BTW nice game the monsters remind me of those squid/octopus things from the matrix.
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They should add check points maybe because it can get quite tedious when you get really far on and die and have to do it all again...
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Awesome game, maybe the sequel could have some sort of story? Oh well just a thought. Good game though, I enjoyed it and best of all the levelign system! Thanks for a great game and keep up the good work!
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A few comments: The game is interesting and nice, and the music's decent, if a little repetitive. The graphics work and the levels and powerups are all right. The stumbling block is the platforming and controls.
Being unable to control your jump height is not an example of good controls. It's artificial difficulty for the platforming, which is somewhat finicky. A suggestion for proper difficulty: Allow controllable height distances, vary the platforms more (see Canabalt for examples, and I know this had to be at least partially inspired by that), and possibly include more/faster/trickier monsters to distract.
As things are right now, this game is, at best, 3/5. Not bad, but it needs improvement.
Also, those don't look like aliens, they look like Cthulhoid monstrosities (I know many Cthulhu creatures are from space, but Cthulu itself is not.)
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Dang it... I made it all the way to the end just to be killed by a boss since I didn't kill it before getting into the portal, thus resulting in a game over... Really big turn off... :/
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I really like this game but I think that there should be more items and harder jumps. Also include enemies that are only vulnrable in certain spots like shells armor etc. Overall I really enjoyed it.
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This game took a different tone once I realized that all the creatures from the far end of the screen took longer to reach you than if they had merely been hovering over the terrain.
The only explanation possible would be that they are fleeing from the player.
by extension what really is happening must be that the poor octopeople are fleeing from the horrifying creature whose eyes reveal the same death that it spews to slaughter them, all the while their bravest warriors and most loyal pet's sacrifice their own life in a futile attempt to stop it.