Great job submitting a game! The movement has weight to it and everything is responsive on my end. You've definitely captured the vibe of the games you're inspired by within the Nokia restrictions. Some of these levels are really hard but satisfying to finally beat. The sound design is crisp and the game is super polished.
It is a little bit frustrating when you can't see the entire level. Even after I would do a suicide scout mission I felt like I couldn't quite get all the information I needed. I can't quite remember which levels made me feel this way. At level 33 I had to take a break but I would definitely be open to coming back for more, it was really fun! Thanks for participating!
And also for running the jam, I had fun making the game and I'm glad you had fun playing it.
I know it's frustrating at times but I tried my best to keep the frustration to a minimum. Don't forget about the accessibility options, they are there to help. :D
I got up to 47 and just got fed up with how unresponsive the controls are. At that point I was just inching through to see the next portion of each level because every obstacle was requiring me to press the buttons before I knew where the character would end up. On top of that, half the runs would end with one of the buttons just not working.
A couple bits in particular that annoyed me:
-- The levels should fully restart after a death. That way the player can immediately start again with the knowledge that things will turn out the same for the parts they've already succeeded at.
-- The actual number of dashes and jump the character is allowed to do is really unclear, since there's no good time to see what does and doesn't reset the count.
-- The cannons shooting while outside the screen and generally without any indication of timing causes a lot of that section be pure luck.
-- The fireball mechanic being introduced in the middle of the level basically guarantees the player will have to do the first part at least once more no matter how good they are.
-- The level with the upward cannon that shoots slow balls takes a really long time to start.
I understand pretty much all points except the unresponsive controls, since I especially focused on making them feel good. And on my end they are very responsive.
The other things I agree with, in hindsight. It's sometimes hard to judge how a level reads for someone who did not create the level themselves. :D
Yes, I tested it in a browser as well. Though that may be the key to the problem, that my dev machine has a lot of RAM and a pretty powerful GPU. (Not that this game is very graphics intensive.) I will test it with a less powerful machine, though I'm not sure I will change something if it's just the browser build, that slows down.
If the downloadable version also slows down I should look into that.
Thanks again for your feedback.
Oh, and I forgot to mention in my previous reply: Despite everything, good job getting to Level 47! That's not easy even with properly working controls.
Haha, it is exactly as advertised! The game slowly takes you down a path towards agony and the levels start to become excruciatingly difficult towards the end. I reached my skill limit at around level 38.
The game starts off simple but steadily through the levels an interesting set of movement mechanics is introduced. The design and amount of levels is impressive, every movement mechanic has been explored and used in creative ways. Each new level feels unique and adds to the difficulty in small increments.
I did feel that sometimes the collision with hazards was inconsistent although that may just be the nature of the 84x48 resolution.
Thanks for playing. And good job on reaching level 38, that is no easy feat!
Yeah, sometimes deciding where the collision boxes should be was difficult, though I tried to skew towards the forgiving side, bit in some cases I should have been more lenient with them. The walking spikey enemies are the worst offenders in that regard, I feel like.
I'm super glad you liked the variety of levels as that was one of my main focuses for the game (next to satisfying movement).
Comments
Great job submitting a game! The movement has weight to it and everything is responsive on my end. You've definitely captured the vibe of the games you're inspired by within the Nokia restrictions. Some of these levels are really hard but satisfying to finally beat. The sound design is crisp and the game is super polished.
It is a little bit frustrating when you can't see the entire level. Even after I would do a suicide scout mission I felt like I couldn't quite get all the information I needed. I can't quite remember which levels made me feel this way. At level 33 I had to take a break but I would definitely be open to coming back for more, it was really fun! Thanks for participating!
Thank you for playing and the feedback.
And also for running the jam, I had fun making the game and I'm glad you had fun playing it.
I know it's frustrating at times but I tried my best to keep the frustration to a minimum. Don't forget about the accessibility options, they are there to help. :D
Nicely made platformer! I included it in my Nokia 3310 Jam 4 compilation video series, if you’d like to take a look. :)
Watched your video, it gives a nice overview of different games.
Thanks for playing!
I got up to 47 and just got fed up with how unresponsive the controls are. At that point I was just inching through to see the next portion of each level because every obstacle was requiring me to press the buttons before I knew where the character would end up. On top of that, half the runs would end with one of the buttons just not working.
A couple bits in particular that annoyed me:
-- The levels should fully restart after a death. That way the player can immediately start again with the knowledge that things will turn out the same for the parts they've already succeeded at.
-- The actual number of dashes and jump the character is allowed to do is really unclear, since there's no good time to see what does and doesn't reset the count.
-- The cannons shooting while outside the screen and generally without any indication of timing causes a lot of that section be pure luck.
-- The fireball mechanic being introduced in the middle of the level basically guarantees the player will have to do the first part at least once more no matter how good they are.
-- The level with the upward cannon that shoots slow balls takes a really long time to start.
Thanks for playing and the extensive feedback.
I understand pretty much all points except the unresponsive controls, since I especially focused on making them feel good. And on my end they are very responsive.
The other things I agree with, in hindsight. It's sometimes hard to judge how a level reads for someone who did not create the level themselves. :D
Out of curiosity, were you playing in a browser while testing?
Yes, I tested it in a browser as well.
Though that may be the key to the problem, that my dev machine has a lot of RAM and a pretty powerful GPU. (Not that this game is very graphics intensive.)
I will test it with a less powerful machine, though I'm not sure I will change something if it's just the browser build, that slows down.
If the downloadable version also slows down I should look into that.
Thanks again for your feedback.
Oh, and I forgot to mention in my previous reply: Despite everything, good job getting to Level 47! That's not easy even with properly working controls.
Nice visuals - fun to play
Also Love the face that you included a level unlock and other accessibility options so i could see how hard the levels got.
Thanks for playing! I'm glad the accesibility options helped. :)
Nice one! It was fun to play. I'm a massive fan of Super Meatboy, and this hit the same vibe.
Thanks! I'm glad you had fun.
Haha, it is exactly as advertised! The game slowly takes you down a path towards agony and the levels start to become excruciatingly difficult towards the end. I reached my skill limit at around level 38.
The game starts off simple but steadily through the levels an interesting set of movement mechanics is introduced. The design and amount of levels is impressive, every movement mechanic has been explored and used in creative ways. Each new level feels unique and adds to the difficulty in small increments.
I did feel that sometimes the collision with hazards was inconsistent although that may just be the nature of the 84x48 resolution.
The game adheres the jam rules well.
Thanks for playing. And good job on reaching level 38, that is no easy feat!
Yeah, sometimes deciding where the collision boxes should be was difficult, though I tried to skew towards the forgiving side, bit in some cases I should have been more lenient with them. The walking spikey enemies are the worst offenders in that regard, I feel like.
I'm super glad you liked the variety of levels as that was one of my main focuses for the game (next to satisfying movement).