i couldnt get past the part when you had to jump back, for some reason no matter how fast i go, the rock wall is there. i usually let the player have the first level as a gimmie for getting used to the game.
I think the platforming physics of this game are worth commenting on.
So, the platforming physics involve instant deceleration, from what I can tell. When I stop holding right, my horizontal momentum drops to 0. In my opinion, this is not the most fun way to implement platforming physics. As a general rule, I would say it is more fun in a platformer when letting go of the direction does not immediately stop your momentum (at least while in the air).
But, I'm not actually talking about this for the fun factor. What I am more interested in is the emotional contrast of those physics with the framing of the game as a chase sequence.
The game is primarily a sort of runner game, where you have to continuously move to the right. There is also a sense of urgency--that you need to try to move right as quickly and consistently as possible. So, when you maintain no velocity at all (i.e. no consistent momentum), there is a huge contrast between the feeling of the chase sequence and the feeling of the physics.
So, why do I care? Well, this contrast unexpectedly gives the game a more serious feeling, I think. It feels less like a carefree chase sequence and more like something with real weight. The player's motion must be pretty deliberate--it is, essentially, more realistic in that it is not actually very easy, athletically, to escape an avalanche of rocks, and this game reflects that.
I enjoyed your art and music, and I also liked how different the two levels were from each other. The mechanics were standard but well-implemented; even when I missed a jump or got crushed it never felt unfair. This game would have been a good fit for LD#14 "Advancing Wall Of Doom", but it fits this theme well too.
Absolutely magnificent Audio and Graphics, and was SO ADDICTING! Love that there was multiple levels. And I agree that there was quite a nice difficulty curve
Its a cute little platformer. Spritework is nice but the horse's sprite does stand out. I did like that all levels look different. Could use more unique features but its a good prototype either way
Comments14
Fun game, very simple and I had fun.
So, the platforming physics involve instant deceleration, from what I can tell. When I stop holding right, my horizontal momentum drops to 0. In my opinion, this is not the most fun way to implement platforming physics. As a general rule, I would say it is more fun in a platformer when letting go of the direction does not immediately stop your momentum (at least while in the air).
But, I'm not actually talking about this for the fun factor. What I am more interested in is the emotional contrast of those physics with the framing of the game as a chase sequence.
The game is primarily a sort of runner game, where you have to continuously move to the right. There is also a sense of urgency--that you need to try to move right as quickly and consistently as possible. So, when you maintain no velocity at all (i.e. no consistent momentum), there is a huge contrast between the feeling of the chase sequence and the feeling of the physics.
So, why do I care? Well, this contrast unexpectedly gives the game a more serious feeling, I think. It feels less like a carefree chase sequence and more like something with real weight. The player's motion must be pretty deliberate--it is, essentially, more realistic in that it is not actually very easy, athletically, to escape an avalanche of rocks, and this game reflects that.
Nice job.