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Using A as an action button to interact with objects such as a ladder and a door, and using up for jump like most other games of this nature, I believe, would be a more comfortable default set-up for the majority the people who will be playing the game. The idea is that all interactions with in game "objects" are done with one key anyway, this just makes jumping a little easier for most, and makes the function of the key your using to interact with objects a little more obvious.
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Not sure if it's just me, but this game is INCREDIBLY choppy for me, no other game I've ever played has even close to the same problem, besides that I am not a fan of games that are just non-stop jumps where if you don't get it prefect you lose or have to start far back.
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That first room is sort of designed so that you land on the platform, not the vine, and it's a race against time... But I suppose it is a bit much for the *first room* and I should change it. Maybe I'll do that now...
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One thing that really confuses me about the design though. You've made it very obvious that you're sensitive to negative feedback and want people to try and appreciate it as a difficult game. Yet the VERY FIRST ROOM has a segment where if you don't jump perfectly and hit the vine instead of the platform, you have to scramble over the spikes, kill the huge monster, and jump onto the platform before it disappears or you lose a life. This is the sort of crap that turns people off the game. Ease into the nasty parts, don't frontload them.
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To the person who said that they don't understand why up isn't jump, uh... For one thing, I've never liked games that use 'up' for jump because I never played any old console games using UP for jump, and also, you are suggesting that you have A for *climbing ladders*? You think having A as jump is sillier than having A as climbing ladders and entering doors?
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I didn't like it as much as Raider 1, largely because there were a lot more "do this pixel-perfect or you die" areas. Still 5'd from me though.
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Glad to see Raider 2 completed. Another excellent installment of the series. Now... Time to try to beat it on intermediate and not fail quite so hard...
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I agree with onthesnake. If you developed it for the DS, I would buy it, easy...even if it could only be played on a Flash Cart.
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this game is awesome, if you made it a few decades ago you'd be king. try making it for ds or something, its a really kickass concept.
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Oh, one more thing to add. Sorry for the multiple comments, but I forgot to mention this. When there is a block with a spike on it, it is possible to stand on the VERY edge of the block without being harmed by the spike. Although, it takes quite a lot of skill required to do this consistently, and thus making it somewhat pointless to fix, but I just wanted to point this out.
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I find it funny how so many people say that they hate it simply because they're not very good at it. All in all, a rather decent game. I'm certain I've played better, but this is very entertaining and you (developer) deserve more credit than is being given by the masses.
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I forgot I wasn't on unlimited storage anymore. It completely fixes the lag issue, which was ruining the game.
Maybe some form of key entry/code to unlock the difficulty levels? Released on beating an episode at a higher level? Or getting a rank? I play these games for the challenge, and being stuck to beginner for the first play through is boring.
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Its decent but really not great, i still fail to see why the up button cant be jump and the a button be the action button by default, i realize this can be changed but it would mostly certainly reduce the amount of 10 year olds complaining about controls. P.S. FINISH MARDEK 3, NAO!
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By the way, in room 3, when you first get on the moving platform, it is possible to jump from there (before it moves down, if you're quick enough) directly to the nearest vine. You should have the moving platform start off a block lower, unless this shortcut is intentional.
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actually, pseudo, i always read the instructions...
anyway, its always a pleasure to help... i could never understand how that actually helps, since these games dont take much storage space... but... it works...
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Good platformer, just a little to hard for my liking. I enjoy different weapons too, but the enemies arent even remotely hard, or the focus of the game so I can see why its just slash and shoot.
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F77Fabio, I just tested that, and... wow. That's so bizarre, but it WORKS! I can't understand HOW it works, but setting your storage to Unlimited fixes the lag! I'll include this in the instructions bit... not that anyone reads that, but at least it's there.
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Also, I am glad to see that SOME people appreciate this game for what it is instead of hating it for what it's not...
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If everybody just makes games to appeal to The Wider Audience of casual players, who's going to make games for people who, uh, want to play games like this? o_O
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Quality game, again. Incredibly difficult, but hey. At least it's FUN.
It truly pains me to see your work get shot down by a bunch of babbling 10-year olds, Pseudo.
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It might be worth playing through it once on easy, but I don't see the point of trying to earn a living creating games that only appeal to the few people who who might actually enjoy frustration.... I still like it though:p
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great game, 3/5(just cause i usually dont like platformers, but this one keeps me interested)
i dont have any lag... try changing your local storage to unlimited, it wount need much, but having it at unlimited seems to take the lag out of games... oh! and even if you think you have it at unlimited, check again... just in case ;)
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shittiest controls I have gotten. I mean yes it should be fun, but its difficult even on the tutorial. and if someone, even if they are terrible, should be able to do a freaking tutorial
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The skulls on the walls thing is great. That was one thing I hated in chapter 1, flinging myself to an uncertain fate and dying on unforeseen spikes.
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Unfortunately, it is hard to find a balance, and the 'true target audience' has to suffer so then I can make the game more accessible for the casual players... I don't like this myself, but I can't really see what else I can do. Also, uh, the lag seems to maybe be caused by the Kongregate chat...?
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I must say, having only beginning level right now leaves me uninspired to try too hard, making this game lack any enjoyability. I liked it better when it was painfully difficult and had some appeal to it. Also, adding the short hop also took away some requirement in skill, and kind of takes away the point of having the vines with spikes and other obstacles that would be otherwise challenging. All in all, it feels like you took TOO much difficulty out of it.
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(If anyone has any idea WHY that lag would happen (if you've seen it in other games and know why it happened there), can you comment, please? I really don't even know what to look for that could be causing it...)
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Great! :D 5/5, favorite. And for those saying it's hard, it's meant to be like those old arcade games, so LIVE WITH IT. :/
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I really, really liked the first Raider and played it hundreds of times, but this one just went over the top for me. The game doesn't deliver on the promise implicit in the main character having fighting as well as platforming abilities - it's just a cornucopia of rooms where the entire environment is a spike/lava death trap. The enemies, in contrast, are embarrassing pushovers and desperately need more challenging behaviors. So while it's harder than the first episode, it's less rewarding because all the elements are old. *** I went back to the first game and checked; no lag. Something about the engine changed between this one and the first one to make it stutter frequently.
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It reminds me of Commander Keen, especially the signs. It just seems a bit skippy, not sure if it's meant to be that way, but when i'm running to the side, it'll go five steps, pause for half a second or so, then go again, pause, etc.
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Once a second, as it goes to update the clock it seems, I get a one-second pause. There's something really wrong here, and not something any other game causes on my computer.