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To be fair, yes I do agree that A is as good if not BETTER. Some things get complicated when you bring in UP as the jump. The only thing I can wholely reccommend is that you don't have do press up again to grab onto a new rope/ladder. Holding up should grab the next one I believe.
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Lost, that's true, but think back to the original Mario game. If you remember the controls of that, you didn't use up on the directional pad to jump. It's meant to be retro, and it does a great job at that.
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Great to see you're still developing. Love the humor, and the storyline seems positively great. It brings me back to the old Megaman games... I used to hate those as a child because they were so hard, I suppose in retrospect that was a bit foolish of me. Absolutely love it. 5/5 and definitely favorited.
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Hmmm.. reminds me Switchblade, but this one is easier... Anyway, ibelieve that this game had to to better with gameplay and scrolling. It's about 2.7/5 so i give it a 3/5. It was a great idea but the developers should have tried harder.
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Lancer; that is becasue you can't, the computer has four buttons and not one stick that you can't really go right and up with.
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On another note, although I'm not planning on playing through the whole game, I do like it and give it 4/5.
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The graphics aren't supposed to be amazing. >> This was supposed to be going for an 'old-skool' look. I think it's a slightly above average game, I just don't have the patience to sit and jump through everything.
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PseudoLoneWolf: You think having A as jump is sillier than having A as climbing ladders and entering doors?
You have already rectified the problem by having changable controls. But, UP as jump makes a lot more sense than A. Think about it. Relative to how we see the level, left goes left, right goes right and up should go up (as it does for ladders, but it is also levers and doors?). 'A' is a much more suitable command for these as it is a 'use' command.
PS. As I have seen in other games similar to these, Climbing ladders and jumping works well as a single button.
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Geez, I needed every one of those infinite lives. :P
The game is as challenging as ever and I'm still not all that fluent with the controls. It's not that they're difficult to pick up, I just have a tendency to panic and get a little twitchy. It's got that good humor I've come to expect from you and now I'm very interested in what sort of object Arkus is collecting pieces to.
And oh no, this game isn't like other games I've played before! The controls aren't exactly the same as every other game I've played and now I don't know what to do, so I'll just complain! Plus it's not like I can change the controls to my liking or anything. tsk, please.
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If you are going to put fifty shift+a jumps in the game, the least you can do is let us macro shift+a to q or something.
Also, put a save point on the bottom of room 20 in beginner. It's obviously useful.
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Nice old-school platformer. I love the music and art style. It’s nice to be able to SEE what’s happening on screen. The relics are only worth 20 points? I guess dying dozens of times gabbing them didn’t help my score any. Still feels nice to be one of the first people to find all four! I'm not sure why everyone is complaining about the control scheme. The jump button was fine; I just wish there were some way to make a medium jump as well as a low one. The only inconsistency I noticed was in the blue dragon guy's behavior after taking damage. Sometimes he could make a full-height jump away from the dangerous area, while other times he would twitch a bit and fall down again. Similarly, when hitting spikes on the ceiling sometimes he’d move just enough to avoid falling into lava and other times couldn't do anything. Vague feedback about things that might just be in my head probably isn't that helpful, but anything to increase player control would probably reduce others’ frustration.
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The only problem I had with jumping from one ladder to another was that if I was holding up while still on the first ladder, it would be ignored when I reached the second ladder. Process was jump clear of the first ladder, hold up, hope I haven't missed the second ladder. It's especially noticable if you're jumping while climbing up a long ladder - if you don't release up and re-press it, you'll fall.
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There are two specific things about the controls that I think are the source of most complaints. The first is that jumps have a very fast arc and this puts undue stress on the player to control it - shift+jump is really a bandaid to the underlying problem of precise jump control and it comes at the cost of adding another button. The other thing is that ladder grabs are difficult to execute and here, again, the game punishes you for not following a trite rule of holding up as you execute the jump. Is there a single place in the game where you would NOT want to grab a ladder as you jump?
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Poor graphics gameplay interaction marrs this game, the correct way is to have the gameplay accept slightly larger than the graphics would indicate. This game seems to have gone the other way. You don't have to make it easier but you do have to make it more consistent. Also there needs to be a smaller jump. Even the smallest jump is crude.
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mm... i'm starting to think that the reason many ppl dont like games as hard as this one(it isnt that hard, though... at least not on begginer...) is 'cause, nowadays, other platformers concentrate more on having hard to beat enemies and easy-to-go-through level designs... anyway, thats the impression i get from some of these coments, and from playing other platformers... again, i just love how frustating this is... it does have too many checkpoints though... but maybe thats just in beginer mode...
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The jumping from one rope to another just makes me irritated and makes me loos interest after 43 tries, good game if it was made when NES was released.
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Hey it's finally here! Very tough, even on beginner. It might help if the text was a bit bigger and easier to read, but I guess that might take it out of the 8 bit feel? Anyway, 5/5 :D
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Ugh. I hate this one as much as the first. The poor level design choices are still evident, the annoying control response is still perfectly intact, and the frustrating save point layout makes this just as bad as the first. I think I've just been spoiled recently with platformers like Moneyseize and Greg Can Jump.
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Also, i guess you could add it to the description as well as the updates, Assuming its possible to do that(I wouldnt know).
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Ok, i see what your saying about the moving down a ladder thing, that would require an extra key somewhere(ex. A,S,D and then another key i suppose, the idea being that A would go up and the other down, in which case Z would be ideal, not that im suggesting to add that based on this comment), I mainly just feel that the default key configuration needs work to make to game easier to pick up and play, it seems even in radier 1 little attention was paid to this just because the control could be changed by the player.
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Pros- interesting game, cool puzzles.
Cons-laggy(even after setting cache to unlimited), annoying control scheme, game gets tedious when the monsters offer no challenge and there are repeated deaths from jumps that either lag or need to be pixel perfect or some combination of both. I understand you want to make a game difficult, but dying 15+ times trying to jump from ladder to ladder and then easily killing any enemies without effort isn't that fun.
2/5. Needs some work.
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Since so many people don't take the time to read what is right on the page there about the solution to the lag, is there any way I can make it MORE OBVIOUS to reduce the number of complaints?
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How the heck does the keyboard layout not make sense? Aside from the extra button, it's an NES controller. Re-inventing the wheel? Please. Classic platformers have ALWAYS had a seperate jump button. This game is not trying to be unique, it's trying to be like an old school platformer.
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This game is excellent. Unforgivingly hard, even on the first level, but that is unique and interesting. This game is no pushover. The music is excellent and the level design is fiendish. This will probably be a favorite of mine for a while.
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And to darkane, an apparent non-constructive critic, I address the question of ladder navigation. How would YOU have ladders be handled?
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I've always considered UP used for jumping to be really uncomfortable since I always think as jumping as a separate action rather than merely a means of navigation; I consider going up and down ladders or 'up' through doors to be navigation though. In the NES, SNES, Gameboy, etc games that inspired me, jumping was always a separate action on the non-d-pad buttons, and UP was always used in the way it is in this game... It works better *if you take the time to get used to it*, but the problem seems to be that people don't want to take any time to get used to unfamiliar controls, which is a bother.
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magnarocker, your either saying: a) we should press A to grab the ladder and then use the up/down keys to go up or down... well... how would you get off the ladder if the jump key is now being used to go up? b)we should press the A button to go UP the ladder... mm... that seems a bit strange... using the up arrow to jump doesnt make jumping easyer for most... its all the same... its a habit... i say: adapt... adapt yourself to a slightly different key configuration... or, you know... just change the key configuration...
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As much as you like to think that reinventing the wheel is necessary to stand out (referring to your keyboard scheme), you're completely wrong. There is nothing natural about this layout. At all. It doesn't make any sense.
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Sorry for yet another post, but i feel a bit more explaining on my previous comment would make the point more clear. By using A to interact with object and not to jump you are basically making the A,S, and D keys the keys that the player uses to interact with the world around them whether its using a ladder or chopping up a bad guy, and making the direction keys purely used for navigation, i think that would make the controls feel less clumsy for most.
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If you used A for interacting with ladders, how exactly would it cause you to interact with them? Would you move up the ladder by holding A? How then would you move down the ladder?
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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...