Additional tidbits: > If it's slow, try downloading and running the SWF directly. No idea why it's so slow in browser but eh. > Try Wimp Mode if it's a bit too hard for you. > Try Programmer Mode if it's a bit too easy for you. > Try Morgan Freeman mode if you don't care much for dying. > All levels are procedurally generated. > They are also all possible if you play well. I did some fancy math stuff to make sure. > I'm going to go have a celebratory beer. Cheers! Good job, everybody!
Thanks for the different difficulty levels. I loved how happy the main character was... nice job making clear and usable graphics that still looked great. Nice dungeon generation too!
Pretty challenging game! I'm not sure if it was intentional or not but the background music and the timer beep were synced in such a way it felt like they were playing off each other. Art could use some more polish but the random generation was a nice way to keep trying over and over! Good stuff!
Haha, yeh that was intentional. Thanks for noticing. c:
I wanted a lot of rhythm in the design so I synced up as much stuff as I could to the timer - the music included. Other things include the electric gates(1hz), the arrow rotating (2hz), and the amount of time it takes you to travel between rooms (*about* 1hz, given the speed of the character's movement, assuming optimal play and no obstacles).
Just felt like it emphasized the tension of the clock's ticking to me.
Nice music. I really appreciated the rhythmic consistency of the elements in the world. From what I could tell, the game lacked any sort of difficulty ramp up (of perhaps I'm just not good enough to make it that far) which can result in things stating to feel a bit stagnant. Nice work. High score: 59.
Comments19
I played for at least 30 minutes before I realized that I should leave a rating.
4/5!
I wanted a lot of rhythm in the design so I synced up as much stuff as I could to the timer - the music included. Other things include the electric gates(1hz), the arrow rotating (2hz), and the amount of time it takes you to travel between rooms (*about* 1hz, given the speed of the character's movement, assuming optimal play and no obstacles).
Just felt like it emphasized the tension of the clock's ticking to me.
It was fun for the first few stages, but then there's not much difference. Still, quite good for 48 hours!