Pleasant, Metroid-esque exploration platformer. Somewhat frustrating until realising that 'jump' was a pickup. Seriously needs some checkpointing, as death sends you all the way back to the start. Could see myself enjoying this a lot with a few minor tweaks.
A bit too hard for me. I kept dying at the part where you have to run (slide?) under all those moving pistons until I just gave up. The music got jarring really quick as well. Was it something off from public domain?
Still a nice game. Hopefully others will have more luck finishing it :)
I could not get past the smashing cylinders and the fact that I had to start over got me pretty frustrated. I like the idea of it but just can't get over the difficulty without frequent checkpoints. Props on the music though, one of my favorite songs.
The overall game idea wasn't bad, but in a game like this, where platforming is all the player is doing, the little things matter a lot. The controls and physics were very sketchy. Many times I pressed jump and the player didn't jump. Also, the checkpoints were a good idea, but I really think that there needed to be one right after the section where you ride the block upwards. I had to repeat that part about 6 times. And it took a while and I was a bit frustrated when I found out that you had to push those blocks over the spike pit because there were no directions.
Other than those small things, I enjoyed the unique traps and jumps, and the metroid-ish level design was pretty good.
Exploration gameplay was fun. Thought gravity was a little sluggish. The most frustrating thing was getting sent back to the start upon death. Not sure if the piano music "adds" anything to the game. Overall though, nice work on the game.
Thanks. There are checkpoints .They are when you collect new parts, which are positioned right after the harder puzzles. Once you make it through a hard puzzle, you won't have to worry about losing all progress.
It seemed like a few times when I wanted to jump it didn't respond, so I'd jump and then move to make sure it would succeed. Very difficult but, especially in so little time, very well done!
I actually really liked the music, and the difficulty made it more fun for me. Until I reached the point where it seemed there was nothing else to do or it was effectively impossible to go anywhere else.
It's a good effort, and you should keep at it! It was a bit too difficult for me - the physics and movement felt too slow, and required pixel-precision to avoid some of the obstacles. The checkpointing was really unforgiving - I would have liked to see checkpoints before each obstacle, given how hard they are and how slow the movement is to get back to the spot where you died. I would have liked to see some animation on the ball too, some kind of rolling movement when it moves. Sometimes I had air control, other times I would just get stuck in mid-air which could be really frustrating.
I'm aware of the physics problems, but wanted to get all base mechanics down before fixing them. The biggest bug in my opinion is the inability to move if stuck on a wall. The precision and timing of the puzzles is what makes the game challenging (maybe I've been influenced a little too much by IWBTG when it comes to difficulty). We actually had a real robot at first and it looked had animations and pretty good. When trying to pt it in, though, this happened: http://dl.dropbox.com/u/53668348/robot/robot.html It eventually was fixed, but it was too late to include into the submitted version.
the physics is not too great; jumping feels super floaty, and you lose the ability to air control if you run into a wall. i like the concept of searching for your robot parts though.
nice game that you have to play alot to finish. or you have to be able to look in the future ;-) the ambient music is not mine though. could be more "aggressive" to fit the game...
I died to the pistons like 10 times. Getting reset back to the beginning was too much for me :( I watched the walkthrough video to see what I was missing out on. The game is nice, but checkpoints would really really help. The audio was an interesting choice. Moonlight Sonata and a platformer game. Hm.
Simple but fun. The physics were a little weird, like if you jump and hit the side of a wall you'll just start falling, and your speed would never decrease while you're in the air. Also would have been nice if there were more checkpoints.
M
matthias_zarzecki29 Aug 2012, 12:22
I approve of the use of Beethoven, although admittedly it doesn't fit that much.
This is among the harder LD games I've played. That's not necessarily a bad thing but since I blame the physics making it hard it is something you should watch out for :O
The level design wasn't half bad! Puzzles were good and the concept was solid. I think you should keep going with it!
I like the look and the idea a lot - I typically enjoy this kind of puzzle thing a good deal. This time, though, the gameplay was pretty frustrating for me. I died a lot, sometimes to stuff I couldn't see before sliding off a ledge (so that my death was actually mandatory to learn how to play). The traps with the moving pegs were difficult enough that you had to have pretty terrific timing, and that required me to navigate all the way down to them about six times to make it through. I found that too much and quit shortly after - sorry. I did really like the graphics, and the controls seemed responsive, and I totally appreciate that you want the game to be non-trivial, but for me it ended up not working in this form. Having three lives or something before being sent back to the checkpoint might help me out.
It's missing some polish, but it's good. I like the graphics a lot. Music is too soothing and after a couple of loops it gets a bit tiring. Physics bugs are annoying, especially since you're already expected to die by game design, but I do understand it's hard to get right.
The music loops? Huh. The only goal of the level design was to make the level possible (though not very easy). I will continue with this project, and I'll certainly add more checkpoints, especially one before the pistons.
Somewhat frustrating until realising that 'jump' was a pickup.
Seriously needs some checkpointing, as death sends you all the way back to the start.
Could see myself enjoying this a lot with a few minor tweaks.