In a world where Steve can't jump, will he get through the hardships of figuring out to to complete a platformer without being able to jump, only time will tell.
Programming, art, etc By ubGamerPro Music by SmokeyMcMexican
Frustrating but great. Good job. Things I noticed were that the music loop got a little too repetitive towards the end of my game, and the graphics are a little basic. However those didn't ruin how fun and creative it was.
For a man who can't jump, Steve spends an unusually large portion of his time airborne. The level design was good, if frustrating (largely due to Steve getting his head caught on a passing stalactite as he whistled through the air) but I liked the core idea. Keep it up. :)
I feel like this game would be much better if you were able to maintain momentum between jumps, and not get caught on the ground/ceiling so much. There were some parts where I thought it looked like a cool boost-loop thing and wound up just resulting in Steve bouncing against the walls and going nowhere. Despite this, it's a great entry. Well done!
Played it through the end! For a character who cannot jump, Steve sure spends a lot of time airborne. :) Really simple but well done implementation of the theme. Kinda wished for a bit more variety though.
A lot of people seem to have fun with this game, but I still have to leave some critisism here:
The game often does not do what you expect it to do. Instead of boosting you the boosters often kill all your speed. You change direction very slowly, which makes the controls feel unresponsive. Small collisions with the ceiling sometimes also kill all your speed. On top of that the level design sometimes makes you redo big sections which then also involves a lot of walking (which is exaggerated by the fact that your walking speed is pretty slow); this is bad because if the player feels like their time is wasted they will very quickly loose motivation.
These are just a few points that I would address. Some of them are programming mistakes, so maybe you don't have to much experience with programming games. In that case even completing a game like this is already a big accomplishment! The design issues mentioned are things you should probably pay attention to while playtesting you own game. A single constant like player accelaration, maximum speed, gravity or jump strength can make a huge differece, so you want to make sure all of that is fine tuned thoroughly.
The concept is quite interesting, and you've got some nice graphics and soundtrack! But the level is a bit too challenging.
I like that you've designed the level as some labyrinth, with some dead ends, but some jumps are a bit frustrating and there are some collisions that got me kind of annoyed too. :P
But you can make quite some game with the base concept! Even putting some puzzles in it! :D
Good game, but I'm stuck where I need to go up from the bottom, I managed to get the third jumper only once, it's a few pixels too far and so it's very hard to catch... Anyway, good job. :)
Comments15
I feel like this game would be much better if you were able to maintain momentum between jumps, and not get caught on the ground/ceiling so much. There were some parts where I thought it looked like a cool boost-loop thing and wound up just resulting in Steve bouncing against the walls and going nowhere. Despite this, it's a great entry. Well done!
The game often does not do what you expect it to do. Instead of boosting you the boosters often kill all your speed. You change direction very slowly, which makes the controls feel unresponsive. Small collisions with the ceiling sometimes also kill all your speed. On top of that the level design sometimes makes you redo big sections which then also involves a lot of walking (which is exaggerated by the fact that your walking speed is pretty slow); this is bad because if the player feels like their time is wasted they will very quickly loose motivation.
These are just a few points that I would address. Some of them are programming mistakes, so maybe you don't have to much experience with programming games. In that case even completing a game like this is already a big accomplishment! The design issues mentioned are things you should probably pay attention to while playtesting you own game. A single constant like player accelaration, maximum speed, gravity or jump strength can make a huge differece, so you want to make sure all of that is fine tuned thoroughly.
I like that you've designed the level as some labyrinth, with some dead ends, but some jumps are a bit frustrating and there are some collisions that got me kind of annoyed too. :P
But you can make quite some game with the base concept! Even putting some puzzles in it! :D