Under rating threshold (hideshow)
Yo awesomechic1616
5 hours doesn't mean asdfjklcolon is a loser in any way. it does however speak good for the game.
cause if someone spends 5 HOURS playing it, it must be either a VERY good game, or simply THAT addictive. (I would know...XP a couple friends and I made a little competition out of it. (each time one of us beat the group's "score to beat" the owner of the score that was beaten, must forfeit a TC))
if you wasted time to say asdfjklcolon is a loser, then you're the loser
and as for asdfjklcolon, KEEP ON JUMPIN'!!! YOU CAN GET THAT BADGE!!
Under rating threshold (hideshow)
HAHA I JUMPED PAST THE LASER (JSUT) THAN I FELL DOWN AND THERE WAS A PICTURE OF A TROLL FACE INSTEAD OF THE ESCAPE KEY LOL
Under rating threshold (hideshow)
Does anyone else wonder what exactly we are escaping from? You can see the city in the background just fine, why not go there?
Under rating threshold (hideshow)
"The laser speeds up over time; climb quickly in the beginning to help ensure that you're not overtaken in the more technical areas later."
Seriously? Who wrote that? Was it one of the developers? It's true that the laser speeds up as you climb, but since the laser *also* teleports so that it's never more than a screen away from you, going fast at the start makes precisely Jack **** of a difference. I know; I've done experiments. How can you not know how your *own game* works?
Under rating threshold (hideshow)
Three elements of very bad design in this game:
1. RubberBandAI: The laser teleports or speeds up so that it never gets a certain distance behind you (just under the bottom of the screen). Therefore, there is no advantage to going fast, ever, except to just save time. Not rewarding the player for a good performance is bad design.
2. There are no protections to prevent the spikes from appearing in a configuration that cannot be passed. Impassable barriers are bad design.
3. The player has no 'safety catch', no way of altering his movement beyond a (rather small) amount of jump height control, and most of that has to be done before you land from the last jump, making it useless for quick reactions. Not allowing the player options to deal with the game's challenges is bad design.
2/5, though I admit most of that is for the Hard badge, which really should have been an Impossible one.