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good game, but the problem is all surfaces are as slippery as ice and after 2 and a half years i finally got impossible badge
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I finally got the impossible bad. With the movement issues everybody is talking about by and large they are wrong. The grass is slipperier than it should be but the other surfaces in the other levels are far less slippery. Also unlike most other platformers where the tip of your foot can support you it feels like the game knocks you off the edge if you body is more than half over the edge. Just imagine how hard it would be for the llama to stand on just his two front legs!
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Congratulations, you won the hardest badge to earn on Kongregate award (No seriously, go to Badges and sort by least awarded first.)
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Some tips. First do part with medals, good way to do this is make first levels on diamond level, trophies are pretty easy in my opinion, the hardest part is make worlds without deaths, i think the best way is to do worlds: 1(normal and advanced) 2 3 4 6. If you die while making the last part don't restart, Don't make medals and no deaths at the same run because it's almost impossible.
I know my english sucks but I hope it will help, Good luck ;)
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762 people got the impossible badge, the least awarded badge of Kongregate. So much goddamn respect for those that were able to play this without death.
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This game would've been better with set jumpingheights, especially when your going for the impossible badge. You can deal with the sliding, but the inaccuracy of the jumping is really anoying at the tight jumps.
A safe per level rather then per world would also be a welcome addition.
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Whoever manages to achieve this impossible badge should get much more than 60 points. They should get a million dollars and co-ownership of Kongregate.
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Not sure if this is supposed to a commentary on how games have gone downhill or if it's a weird ploy to get players to rage quit.
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The music. Why has no one mentioned the music??!! Just the intro screen music has me drooling. Brings me back to megaman days. Absolutely lovely!
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I like this game. I haven't found problems with the controls, and while the deadly surfaces could be more clearly defined, they're pretty clear once you know what they are. But the fact that sometimes you die for going off the side of the screen, or the top of the screen, with seemingly no rhyme or reason to it? That's really annoying.
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This game is difficult by the wrong reasons. Making the controls super sensitive plus a slippery surface and a fast character = difficult and disappointment. You simply can't control the llama properly, because you need a super precision for jumps, for going right, left, everything. There is a human sensibility to time, the minimal time a human can notice. Sometimes the time difference in pressing a button and doing a good jump or a bad jump seems to be inferior or really close to this amount of time. Many times I couldn't notice how I pressed the buttons differently, yet I died and the other time I survided.
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So everyone knows: Medals you get for completing worlds quickly or with very few switches. There are 4 levels of medal for each type and each world. If you get the best one, that counts as earning all 4 medals as far as the impossible badge is concerned. Trophies are special achievements you can see and earn in-game, but they don't open up until you have beaten world 8.
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You can change gravity mid-jump. But once you change it, you can't change it again until you've touched solid ground once.
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Please, if you're going to make a precision platformer, do NOT give it slippery controls and unclear hitboxes. There's a really fun gravity switching game here being marred by some poor design. Imagine if, playing Mario, you were as likely to die to a goomba as jump on its head when you hit it dead on, or if you slid off a ledge because you couldn't tell when you'd actually stop after letting off the controls. I doubt we'd still have italian plumbers starring in games these days if that were the case.
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In world seven, I didn't even pick up the power-up, but it still claims that I used the power...I can't use what I don't have.
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Every surface might as well be ice. Could you imagine playing a shmup like ikaruga where you slide all over the screen after you try to stop moving? It has never been a good idea to make controls deliberately slippery.
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*checks gameplays* 244879 eh? *checks how many people got the impossible badge* 594!?!?! THAT MUST BE IMPOSSIBLE THEN
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Has the potential to be a really fun game, but I like the logic aspect of when to flip to complete the puzzle more then the grilling of how many tries it takes me to get through the spikes without dying... it's too imprecise a game for that sort of thing. Fun concept though, reminds me of shift.