Very solid entry! I beat all 16 levels and then the screen turned all white and I couldn't do anything, but other than that I didn't find any other problems, so well done!
Really cool! I found it pretty interesting and the game design whas really good (a bit hard though). I liked the level where you have to press the button until the spikes kill your poor buddy. Good job.
Your game was played on my stream ( https://www.twitch.tv/ursagames/videos ) on the sixth day of Ludum Dare streams. Thank you for sharing your game with us! You can find the timestamp of when your game was played here: https://goo.gl/N2rkr8
Pretty nice game, I like the paper design, maybe some times I have the feel that I won but not in the way that I was supposed to do? Realy intesting game mechanics, probably one of the best that I tried during this ludum.
Surprisingly difficult puzzles! this is really good! I loved the audio and art! I did notice that on Chapter 8 the tilemap looks a bit wonky because the wall was one long. Other that that, this was amazing.
Great game! Although the jumping after dying controls needed some time to get used to, the art and music went really well together, and the flawless implementation of the theme had me playing till I finished it. Well done.
Very nice, I haven't played all the levels but I like these mechanics of copying and sacrificing. I did consider making a game like this, too. I especially like the idea of creating a new self and having it jump right away as a mechanic.
One minor specific nitpick is that some levels could've been better tailored. Level 2, for example, could have the pencils placed so the player would fall exactly on the next one if pressing right all the way to the end. I think it'd feel better, but it's not a big deal.
You have a really well done platformer here! The chaos that occurs in certain levels is hillarious :D Personally I would like the gravity to be a little bit weaker so that you don't fall quite as fast but that is just me. I really like the sketch book setting adn art style, it really sells the whole game for me. The sound is good too!
Very cute. You've managed to strike into my nostalgic heart with a Shel Silverstein aesthetic. I had a lot of fun.
The platformer controls were tight, and the level design was lenient enough to feel fair, while the puzzle design made it appear difficult. Game mechanics were introduced naturally and the overall experience was very pleasant. Only encountered a few annoyances: one, it's hard to tell which switch moves which platform, and more importantly, how the platform moved. Some levels may have benefited from a checkpoint; the one with a big wall in the middle, and requires the player to fall in particular comes to mind, since the platform moves very slowly, and I got annoyed waiting for it to come down each time I messed up. The music got repetitive after a while as well. Finally, I thought it was weird that on my screen, the game forced itself to windows mode, even though it still supported widescreen (which still revealed the seams in the background).
To be clear, these are all minor in a very-well packaged game. I'd like to see more, such as new special pieces formed after colliding into a pencil.
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I have rated your game, but all of my feedback was captured in the stream.
You can hear my comments in the archive at https://www.twitch.tv/videos/347128584
Great job!
One minor specific nitpick is that some levels could've been better tailored. Level 2, for example, could have the pencils placed so the player would fall exactly on the next one if pressing right all the way to the end. I think it'd feel better, but it's not a big deal.
I really like the sketch book setting adn art style, it really sells the whole game for me. The sound is good too!
The platformer controls were tight, and the level design was lenient enough to feel fair, while the puzzle design made it appear difficult. Game mechanics were introduced naturally and the overall experience was very pleasant. Only encountered a few annoyances: one, it's hard to tell which switch moves which platform, and more importantly, how the platform moved. Some levels may have benefited from a checkpoint; the one with a big wall in the middle, and requires the player to fall in particular comes to mind, since the platform moves very slowly, and I got annoyed waiting for it to come down each time I messed up. The music got repetitive after a while as well. Finally, I thought it was weird that on my screen, the game forced itself to windows mode, even though it still supported widescreen (which still revealed the seams in the background).
To be clear, these are all minor in a very-well packaged game. I'd like to see more, such as new special pieces formed after colliding into a pencil.