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Success has been achieved. After about twelve hours of gameplay across two afternoons, and the help of a guide to find some secret rooms, all coins have been collected. I've known this game since 2009 and could never find the patience and skill to beat it. Now I am 24 years old and my cognitive skills have developed enough to allow me to master this game. Extreme victory!
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The developers cannot be serious. Any serious game would not contain speedrun levels whose feasibility require the initial line-up of moveable objects in the screen, and then not give the player any control of that initial line-up EXCEPT by waiting like an idiot!
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I just love the combination of features this game provides: Framerate slowdowns, floaty controls, and pixel-perfect gameplay. I truly wonder why Nintendo hasn't chosen this formula for their Mario games!
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This game's character movement is an eternal black mark in the developer's CV. I guess they won't be teaching game design anytime soon! Forever unemployed. Good job!
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It usually takes me 200 deaths for one level and im already raging... how the hell you guys are able to not die of anger at 1600 deaths?
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And to think the creator of this game also created Celeste. Compared to that masterpiece, this is rubbish. Still a great game, very fun game if you enjoy pain. :P
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A double jump is a DOUBLE jump not a TRIPLE jump, Jason. Maybe play a bit more Putt-Putt Junior Adventures before you try to run with the REAL gamers.
RIP XXXtentacion
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How does a game this old have such a long, looooooong keyboard input lag. As in, more than a second. You can't have pixel perfect platform precision when you can press a button, take a drink, and the game still hasn't responded.
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@askolan - Each time you leave the ground you get one double jump. If you wall jump first, you can double jump after leaving the wall (no matter how many wall jump you perform, that double jump will still be available). If you double jump before wall jumping, the wall doesn't refresh it. The game isn't unresponsive, you're just not comprehending the jump mechanism.
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Most of the times when wall jumping the game doesnt allow me to double jump, making lvls like lvl 9, horribly tedious just to go through the first par of the lvl... The game is not bad, but if i have to play over and over again because it is unresponsive it isnt fun at all. Maybe it happens only to me, but dont say "you are no playing well" because I have tried double pressing keys faster and slower, and neithe are working.
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Impossible and Hard Badges aren't given out like candy, and for a good reason: it's supposed to be hard, it's supposed to take extreme skill and effort to obtain. This game separates those self-entitled whiners versus those that actually do put in the effort. The BotD by itself is a 2-minute effort, if this game isn't for you, at least put in that. If you can't, you've just shown how short-tempered you are.
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@sporkofslack The badge of the day took me 6 minutes. It's just 3 levels and it's done. The hard levels come later and I haven't played those either.
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To all the people whining about the controls: the game isn't being inconsistent, you are. You're not pressing the buttons correctly. Are you double jumping when you meant to wall jump? The you pressed jump before you reached the wall. Are you jumping forward instead of super jumping backward? Then you pressed jump before you changed direction. That's not inconsistency you're experiencing, it's called difficulty. The game is difficult. You have to be perfect on your jumps to get through harder levels. That's the challenge. Stop blaming the game and just accept that you don't enjoy a challenging platformer.
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Game would've been a lot better if there was any consistency in movement. Sometimes I'll go to wall jump, the game decides that I'm double jumping now. Sometimes I'll try to tap the movement key just slightly to adjust myself and I fly away at Mach6.
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Works now with everything after a repository update (using Linux). That update included Adobe Flash Player (32.0.0.171->32.0.0.192). Durr. Should have suspected that from the beginning.
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"GAEM SUX" Of course, of course. It's not because you're not as good at pixel-perfect platforming as you think you are; it's all the game's fault.
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*SIGH* Oooooooook... this seems to be one of those moments of confusion where someone thinks they've made something slick and cool because they've made it difficult for the sake of being difficult. That's the textbook definition of "Fake Difficulty"; I know it can be a bit hard to tell apart from genuine difficulty, but there are ways. Two here are: 1-Bad controls; fairly present, as he mostly moves like he's sliding on ice when I need him to stop, making the jumps hard to keep accurate. 2-Unrealistic expectations; this is very prevalent with the yellow birds. Needing to have many things pixel-perfect plus the icy floor aspect is already kind of a jerk thing, but the time which the player is expected to do it in... maybe I'm just whining, but most of this difficulty seems to be made to piss people off instead of test skill.
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CynicGamer, same with me. And I've used Chromium for long time. Recently I reinstalled Firefox 66.0.5 manually ( download and copy ) in my linux PC. Then flash turns working.
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Collect all 1010 coins
You acquired this badge on Aug. 07, 2009.
I knew it had been a while, but 10 years? The pain is still so fresh in my mind!
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No longer works, at least on Firefox Quantum 66.0.3 (64-bit), Palemoon 28.5.0 (64-bit) or Midori Web Browser 8.0 due to various security errors related to CORS requests.
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The biggest issue for this game is that it's difficult to tell when you get an extra jump from a wall jump. The game doesn't tell you when you can double jump off a wall and when you can't. I believe it has something to do with if you double jump off the platform to get to the wall or not
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Impossible done, 2771 deaths. When you get 1000 coins, a secret level appears at the top that gives you the location of 6 other secret doors. Two of those have an additional secret door inside the secret level, and one of those has a THIRD one.
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The corner-hop you do if you don't quite make a ledge is the worst thing ever. The final levels are literally pixel perfect, and that corner hop will just randomly throw you off so badly.
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1) Why does every game with wall jumping make you hold the move direction against the wall? The whole purpose of wall jumping is to jump AWAY from the wall. Make a separate key for wall jumps when you're against the wall, and make holding the direction cling to the wall so you fall slower. Jeez. 2) Coins that come from killing/destroying things need to appear instantly, not after a delay. 3) Let us pick our own controls. I do not want to use space to jump. 4) Restarts shouldn't count as deaths (not that it matters). 5) Show a timer for the yellow birds.
Aside from those issues, the game is pretty solid. 4/5
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Dear god that was quite the time. I LOVE that the very first level has a secret level in it, which has a secret level in IT, which has another secret level in it!! Now that's what I call dedication to the trope