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Only issue is that the wall jumps take a whole second before you "stick" so you can jump and in many places where timing is needed you have to be down to a few milliseconds of accuracy making it nigh impossible to proceed.
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you CANNOT afford to have unresponsive controls in a game like this. im rating it 2/5 only based on that. the graphics were good, music was generic but not that irritating, and the concept though done to death was well executed for the first 8 levels. but beyond that i consider it unplayable. to say this game is better than super meat boy is a joke; when you tell that toon where to go and what to do, he listens. mine? well he can only roll 3 blocks, landing a jump will a roll is nearly impossible, and he randomly decides not to jump about 1/3 of the time when leaving a ledge. unresponsive.
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too subtle a control when trying to stick to the wall. wouldn't be that big a deal, but it's so critical to the game.
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Game is a lot of fun, but I really disliked the wall jumping. You have to wait for it to enter the sliding animation and only then can you jump :(
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Extremely good game. 5/5 . its difficult and fun, and theres something about the game that just makes you try over and over again.Good work.
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level timer shouldnt start until the first keystroke; when i'm going for an A+ medal, i always restart my first go so i can get my hands on the keys and prepare to start
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awesome game, wall jumping could improve a little but overall This is one of those games that gives Kongregate a good name
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This game seems great but there is alot about the lag that could be improved, and with the lag the game is much, much more difficult.
Additionally: Bug, I instantly die everytime I repawn from a death.
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Upon seeing you can change the controls, I was thrilled. Only to find that the jumping isn't responsive enough, especially w/ wall jumping. And jesus christ, put in a quality option. THIS SHIT LAGS.
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also, you need to fix the problem with the player holding left, jumping with space bar, and then pressing up to use jet thrusters. on a # of machines, this won't work with the way you detect inputs. :/ please fix
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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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I just got the Hard and it felt really good. The levels are difficult, and sometimes ..very difficult, but it stays at the same level of being hard, never really goes over the top to being pure insanity. Level design was varied, controls were usually good and it was very satisfying getting all 45 golds. Overall a great platformer and I'm hoping for a sequel.
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A nice distraction for nearly 2 hours. Loved the flowing feeling once you had the rhythm of a level down perfectly. Also appreciated how the "A+" ratings were actually pretty generous in some cases, assuming you ran like a child going after their favourite jam. Easily deserves a 4/5.
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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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You need to remove that wall stickyness. It completely disrupts the flow of the game and makes the hard badge near impossible.
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Very nice game. I managed to complete level 22 in exactly 12 seconds, the A+ time, which seems to have caused a slight bug; the stage gave me a gold metal and I managed to still earn the 45 gold metal badge but the level select shows that I have not received the gold metal.
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I get that they were following in SMB's footsteps, and I think this could be the emergence of a new genre, but some things were directly from (Super) Meat Boy: The level advancement (Beat 12/15 levels), the level design (Elevator level, for starters), even some background designs (Background blocks to suspend a "floating" sawblade were identical to SMB). The antagonist was another thing in a jar, and the final cutscene felt like it was straight from SMB. They DID add a lot (rolling, jetpack), and it WAS a fun game, but I just wish they didn't copy so many aesthetics and outlines from Meat Boy.
Thanks, i agree that i kept meatboy a little too close to my heart when making this, i just love that game.. i think this game has enough unique elements to make it worthwhile though, and comes more into its own toward the latter half of the game.
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Fantastic! Perfect difficulty curve requiring some practice and memorization but not too frustrating. Note well, short levels are the way to go if players need to be perfect. Combines all the well-used mechanics of this genre for some interesting effects and doesn't let any one mechanic get stale.
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I have to disagree with some people; this game did frustrate me quite a bit, but it wasn't as bullsh*tly hard as some games like this can be. It was enjoyable, and once you got into the hang of it most stages got almost easy (more or less).
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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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the funniest thing is when you get the hard bage it take total time around 3 minutes, but more than that to get it, lol
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I had fun and the challenging level was just about right. Not to hard til i want to vent but enough to keep me awake. 4/5 I really enjoyed it
thanks
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Surpringly good. The controls felt a tad messy sometimes, but overall I was never hopeless and had quite some enjoyment gold-ing the levels. The levels are designed so much better than the fascistically precise levels in meatboy which were never fun to play.
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It was pretty fun, I enjoyed it. But I would've much preferred to have jump be up instead of spacebar. Just one of those things developers do that I don't understand.