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I'm impressed, I thought this game was going to be easy, but I actually DIED a couple times. How refreshing this is, great game, great concept, oh nostalgia! 5/5
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Oh man... I beat intermediate mode in 15:03. THREE SECONDS short of the ideal time... ouch. Well, I'm eighth place all time in score and rank, apparently the only person to get B rank without getting A or S rank. I'm happy anyways. ^_^
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You're supposed to put the hard part at the /beginning/ of a level. That way you don't have to do the tedious part over and over again. How do you make such an otherwise great game and overlook something like that?
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I agree, clean the lag and I might be more fair. As it stands it is nigh unplayable, and there is no story, nothing to keep me interested enough to change my settings.
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-936 points. I got stuck on the last chamber for twenty five minutes. Whoo.
Well, by operant conditioning, I will now associate all platformers with blinding fury. This will be good if I ever need to kill something.
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OK. The point of this game is clearly to be reminiscent of good old fashioned difficult platformers, NOT a "run-n-gun" game. Who cares if you don't use the weapons much? The beauty in this game is its platforming style. There aren't many of these sorts of games out there, and I applaud the developer.
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The jumping is bad, and the game is completely based on jumping.
instead of move up and forward for x amound, move down and forward for x amount, you need to have actual physics, use cosine, its ur friend
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Instead of a hold-to-perform jump, shift could have very easily been a press-to-perform jump which would be much less awkward. I decided to stop playing after the first introduction of the hold and press scheme of the controls since I knew my fingers would be hurting very soon.
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Ok I a mroe of fast combat guy so I dont like such jump,duck games. Even in tutorial soem points are hard and take a lot of time to pass but in the game! OMG some placeses take hours just to get 1 leap right. WHATS STUPED! Then you reach such spot you loose intrest and just quit. Fix it that it would be posible to finish game in few hours not days....
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OK, here's the problem. Although the graphics and gameplay are beautifully reminiscent of the beloved 8-bit platformers of yore, the fact that this is a jumper rather than and a run-n-gun really takes away from the fun. Our hero has some really cool weapons that seem to take a backseat to the dominant perils of deadly spikes and difficult jumps. Still, good job. Please add some more enemies to blast away in the Episodes to come.
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...Did any of you guys read Pseudo's memo at the top? You know, the one that shows you how to take away the lag... God... Assholes, all of you.
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rewrite the game! Use Flixel or write your own bitmap-engine. then there will be no lags anymore. the game itself actually is quite fun and challenging. It's worth redoing it!
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For some reason, both raider games have this odd glitch, where whenn I move my charcter he won't stop moving untill he hits something. 2/5 each, since I know it work for most people.
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Thank god you can change the controls. "Streamlined" my @$$! The game lags often and this makes it hard to time your jumps and things.
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Just as nifty as the first episode.
High craftmanshift on graphics, sounds and gameplay.
Simple to play - hard to master. If you die, its your fault - as its tricky yet never unfair.
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I had pretty good results with mapping the up key to both jump and climb/talk. The vine-jumping gets a little hairy, but otherwise, it works better because I've had a lot more practice with the up-is-jump layout.
(Note to game developers out there: if you're going to use a non-standard key mapping, it had better be the best thing since the microchip. This game is, I admit, rather nice, but it doesn't justify having to re-learn a new control scheme.)
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hard on beginner, but fun. 4/5 due to some annoying sections.
@ zer0nix: you can jump on the upturned spikes and from there you can reach the vine. You never have to wait for death.
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this isn't hard, it's just frustrating. i've respawned on room 3 8 times now and each time i've had to wait for all 7 points of health to slowly evaporate instead of just dying quickly. there is no reason for this to be the case! if no recovery is possible, just make it a quick instant death instead of prolonging your players discomfort.
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Nice ... except for the save bug that either a) starts me back at the beginning of the level when I respawn, or b) starts me in the right place, but with only 3 lives. Sometimes there's a respawn bug that fails to draw any platforms, so I can enjoy going back and forth on the floating board above spikes until I restart the game from scratch. Hey, who's counting though? Oh wait. I am. 1/5