Has a potential, but there are way too many blind jumps. You got no idea which way you are suppose to go, where is the next platform located, so it leaves you with pure trial & error.
Has a potential, but there are way too many blind jumps. You got no idea which way you are suppose to go, where is the next platform located, so it leaves you with pure trial & error.
well yea I could see that but this game is supposed to be trial and error but I don't want people to lose on the little jumps cause those aren't even obstacles but some of the actual obstacles I made are supposed to be trial and error but I will fix the little ones
Seems a cool game, but with some issues. 2 are most important: it is ridiculous to have to reload the game even few times because it fails to load the language pack. And having customizable controls would be useful, because having space for jumping and left shift for dashing is a bit inconvenient.
PS
A third thing: the game needs to be saving progress.
Heya! Thanks for the kind words, and yeah, the language thing is annoying. Thankfully, the game seems to load language fine after the main menu, seemingly the game loads the main menu before the language is fully loaded sometimes. This will be fixed in the future. Key Rebinding was on the to-do list, so we may add it sometime soon. Saving progress is a bit more difficult to implement due to WebGL's limitations, but we'll likely figure something out. It's also complicated by the speedrun timer and other factors, but it shouldn't be that big of an issue if we actually think about it. Thanks again!
Cool game! There only should be an option to manually zoom in - zoom out the view, because on some occasions you are just making "blind drops".
Camera 2 should take you down to the bottom platform, but yeah I'll add a manual zoom. Thanks for the review!
Not bad, there is a potential in it. Although it gets rough quite fast. I would change one thing though: the button for jumping should be "w", not "space". Besides inconvenience of using the space bar: if you play the game without full screen turned on pressing space moves the screen down.
PS
The upgrades should drop to the ground, because if you kill a bat too high there is no way to pick the upgrade. Oh, maybe you could add something like a prestige system? With permanent bonuses?
Jump button issue resolved.
I was thinking about prestige system. Perhaps in the future I will implement it. I have many plans.
Interesting game, but with no ability to target anywhere else than up/left/right using mouse for attacking is pointless. The game should be 100% keyboard-controlled.
Thanks so much for playing! The are a several control options once you are past the menu/intro, including a full keyboard layout.
I appreciate the feedback. When I have some time, I'll see about updating the main menu to make it keyboard/game-pad controllable too.
It's good, but:
1. It lags terribly, making it difficult to control the character;
2. Those 0-deaths medals are rather for cheaters only;
3. Especially for the boss rush, because you can respawn right where the boss is located.
4. No options to turn off particle effects or to change keyboard controls.
Sorry about the lag, it doesn't lag on my machine and friends never mentioned it but if it really becomes a problem I provided a Windows download in the description
I spent a couple days before publishing to see if the medals were possible and the 0 deaths are, just need a lot of patience lol
You get a small period of invincibility when respawning so you can run out of the area, but that's probably poor design from me, sorry
As for particle effects and keyboard controls, my bad. I'll try working to add this
Awesome thing to experiment with, but the game should be really saving progress, locally. So far when I close the game and return to it every time I have to start from scratch.
It's trying! Thanks for the private message, hope I can get this figured out.
Those uploaded levels should be at least checked and tested, because lots of them are simply impossible. For example today's featured level: how can it be even possible to get out of the start position?
PS
So how can it be possible to jump anywhere at the beginning of that featured level if even at the start you are placed on the spikes and there are only spikes ahead?
You need to abuse your invincibility frames in those levels. :)
Ok, the game is not hard, but the controls are to the furthest extent annoying. The effect of e and d should be reversed, because it is counter intuitive. And the efficiency of rotating with left/right arrows is way too low, you barely turn by pressing these keys. No space armada would want to have ships with such terrible handling.
A note: not sure if you can remember it, but back in 1990s there was an awesome space flight game called Tie Fighter with massive keyboard controls, but the spaceship's movement was controlled almost completely with the mouse. Awesome playability, intelligent AIs, lots of challenging tasks. Check this out and get inspired.
Pulling back to climb and pushing forward to dive is pretty standard. Yaw was intentionally made weak because IRL pilots don't use it to turn. Use roll and pitch to turn quickly, yaw is just for minor adjustments like lining up shots. My inspiration for this game was realistic flight mechanics and the link in the author comments goes into a lot of detail about it, but for future games sure I'd be up for anything that looks fun.
After I started the game I got stuck on the corpses, not being able to get out. Jumping does not help. One important thing: cut that out with these flashing backgrounds, will ya? I checked the credits and my eyes did hurt, not to mention people with seizures problems. It is really unnecessary.
Hi, I'm sorry to hear that. The last thing I want is for this to be seizure-inducing. The backgrounds shouldn't be flashing, it may be a shader error. Would you be willing to send me a gif/video of it?
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Joined on 2/25/14