Slip Away

Overall★★★★★★★★★★3.61
Fun★★★★★★★★★★2.90
Innovation★★★★★★★★★★3.52
Theme★★★★★★★★★★3.16
Graphics★★★★★★★★★★4.06
Audio★★★★★★★★★★3.76
Humor★★★★★★★★★★1.47
Community★★★★★★★★★★2.40
Coolness★★★★★★★★★★2%
Slip Away is a ghost story platform game created in Flixel and FlashDevelop.

Instructions:
Arrow Keys: Walk or Fly (While Phasing)
Z: Jump
X: Phase
Up: Climb up (While Hanging)
Down: Crawl
Down: Drop Down (While Hanging)

Comments21

LumdumDareisCool22 Aug 2011, 10:00
Bad checkpoints
Cambrian_Man22 Aug 2011, 14:38
Can you... be more specific? Did you need/want more of them?
heck22 Aug 2011, 15:35
I agree. Should have made the items as checkpoints. It's frustrating to retry again after you have reached an item.
wally2069
wally206922 Aug 2011, 16:43
There were some extremely tight spaces which made me wonder if I cheated through a wall that I shouldn't have. And I gave up on the items. They should have stayed collected if you got them once.

It wasn't actually humorous or funny but the mood was so well set that it needed to be reflected in the score. Everything worked together so well and in so very few words that this was amazing.
Pvaiun
Pvaiun22 Aug 2011, 17:23
I liked the phasing mechanic, but the movement controls were too slippery and slow to really make this reccomendable.
RichMakeGame22 Aug 2011, 23:05
I had a hard time phasing back into areas the same height as the character, I think the phasing back in should have been more generous in that respect, but I also really enjoyed it- very nice mood and music
Milo
Milo22 Aug 2011, 23:30
The phasing mechanic is pretty nifty (although phasing into tight spaces can be pretty annoying). The theme of this game is incredibly well-done.
trialbyfun23 Aug 2011, 09:44
Liked the phasing mechanics. I died a lot from jumps I thought I should be able to make only to hit the spikes or him not grab onto the edge.
Atmosphere was nice and creepy. Biggest frustration was that the checkpoints were too far apart compared to the difficulty.
superflat
superflat23 Aug 2011, 14:15
I love the idea, and especially the skeleton-ish arms which are remisiscent of Shadow of the Beast.
Cirrial
Cirrial23 Aug 2011, 20:42
Pretty frustrating. Could do with a few more checkpoints. Very nice visuals and ambience, and the music really adds. Some of the parts to progress felt as though they needed frame by frame perfection. The phasing mechanism was really interesting and is pretty promising. Solid entry that could do with some tweaking, same as any LD game.
pdyxs24 Aug 2011, 09:05
A good effort. One thing that frustrated me was the inability to control the character mid-air once you jumped - it meant that unless you lined up the jump before you started, you'd miss (it was also a bit odd when you could control where you went after dropping, but not falling...).

As others have said, the checkpointing could use work as well.
jfroco25 Aug 2011, 03:43
Liked the C64ish art and ambience. Best luck
Benjamin25 Aug 2011, 12:17
Not enough checkpoint for a LD game. All the tester must have a chance to see most of your work. But I think the number is correct for a challenging game. Pratice make perfect :)
Phasing was fun, but I also think you should be more lax with the recal box.
I like the shadowofthebeast-ish arm too !
Klare
Klare27 Aug 2011, 21:52
Loved the atmosphere in this game. Awesome job!
Orz28 Aug 2011, 18:13
The controls were a little too buggy to be fun on my machine. I love the artwork, it kind of reminds me of Splatterhouse.
mpc17428 Aug 2011, 23:57
Very nice, all around. It needs some balancing, of course, but the atmosphere is tense, disturbing, and interesting enough to keep me moving forward.
Cosmologicon
Cosmologicon30 Aug 2011, 03:45
Great job! I think the challenge level and level design were pretty good. I also had some trouble with the tight spaces, but it wasn't *that* bad. The checkpoints are probably about right for a regular Flash game, but it doesn't surprise me that some people wanted more. Not sure what I would suggest. Maybe have an easy mode for people like that?

I didn't mind that the items were an optional challenge. Once I realized that I wasn't going to keep them after I died, I decided not to worry about them. That gives it replay value, which I appreciate.

There was one weird, inconsistent bug that randomly teleported me back twice, but fortunately it wasn't *too* far back.
Rudy31 Aug 2011, 17:49
Nice entry, like the mechanic. Great atmosphere, love music and feel, really creepy. I like controls and mechanics, but needs polish. Jumping forward when just jumping is awkward. Also phasing while jumping or pulling a ledge with jump instead of jumping backwards might be more natural. Movement speed fits the mood, even though they're a little slow compared to the other caffeinated games. Post-phase reappearance could be a little more forgiving. It is a bit hard for a 48h game, so a few more checkpoints could help. Overall, pretty awesome.
Chaoslab
Chaoslab5 Sep 2011, 22:15
Nice work, felt complete. The mechanic functions well and you might want to expand on the idea some time. Got the vibe of the old shadow of the beast from the dark aesthetic.

:-)
onefineline14 Sep 2011, 02:02
People who say they need more checkpoints are wussies. ; ) I do have to agree that the controls can be a bit funky sometimes. But mainly, there's at least one place, where you have to phase downward to the left through a 1 tile wide wall to an area which is one tile lower than where you start and a total of two tiles high. It's sooo hard to line this up correctly. You probably already know this, but it's really frustrating. Otherwise, pretty interesting game!
onefineline14 Sep 2011, 02:03
Oh, and I can only find 7 items. Has anyone gotten all 8???

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