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(2 edits) (+6)

Thank you for making this cool game. I really liked it overall. I think Chapters 10 and 11 were a little too much for me though. I completed them, but it was frustrating and stressful, especially the last part of Chapter 11. For the rest I had a pretty good time. I am uploading my playthrough to Youtube but it's 9 hours and 31 minutes long so it is taking a while. (Edit: it is here)

This game really puts the "precision" in precision platformer. The jumps are so tight and unforgiving. This is not a complaint, just an observation. I often found myself thinking things like "okay, I need to slide a few pixels lower here" or "I should press left a few frames later after jumping off the wall". The small details of your inputs and motions really matter in this game, I think moreso than a lot of popular entries in the genre (compare with Celeste, which has a lot of forgiveness mechanics to give you a pass when you're slightly off target).

The unforgivingness is most noticeable with the orbs that give you an air jump if you tap the jump button while touching them. You have to be really precise with these. I don't know if it's because the hitboxes are small, or if it's because you're frequently whooshing past them at high speeds and only have a small window to hit them. A recurring challenge is having to jump off a wall, then immediately trigger one of these orbs to get a momentum-boosted air jump. I think it took me until around Chapter 7 before I started to get the hang of this. (Edit: Apparently you updated the game to make these a little easier to handle. Interesting.)

Speaking of momentum, the horizontal momentum in this game works in a funny way. Your character basically has "two momentums": running momentum and walljump momentum, which are tracked separately. Running momentum has instant (or near-instant?) acceleration and deceleration. Walljumping, though, gives you a burst of speed that decays over time. These two forms of momentum "stack" on top of each other; you can "fight" your walljump momentum using your running momentum, but you can't cancel it completely, you have to wait for it to decay. Alternatively, you can run in the same direction as your walljump for a super speedy long walljump. Some jumps are easier if you start with a "neutral" walljump and apply running momentum mid-jump. It's an unusual but fun way of jumping.

Mechanically, there is nothing really groundbreaking in this game: it's a hard platformer focused on wall jumping. But these little quirks give it a unique identity. The level design is excellent, featuring intricate jump sequences that require both good execution and puzzle-solving ability. And the art and music is so lovely. And I really love that you can play it with just one hand on the arrow keys (ultimate control scheme)

(+1)

thank you so much for the review! I'm glad you stuck with it to the end

(+3)

My super long playthrough video finally finished uploading and processing. The description on Youtube has timestamps for the different chapters. Chapters 10 and 11 together take up over half the video.

The more I think about it, the more I appreciate this game. Even though the difficulty curve is steep enough to alienate a lot of people, I get the feeling you really believed in what you were making, and you put a ton of work into designing complex and beautiful levels that push the mechanics to their limits. I really liked figuring out some of the more puzzle-like sections.

(3 edits) (+3)

love this straight-to-brass-tacks explanation of the difficulty.  My impression was also that it's basically the most unforgiving timings and windows possible, but that's not necessarily a bad thing, it just makes the game as hard as it can possibly be, moment-to-moment.  

I also found the two separate momentums to be a fun mechanic and actually rather unique.  I'd kind of like to see it used in an easier manner in a game sometime, though the level 0 did a surprisingly effective job at teaching it.  It just was expected for the learner to advance to incredibly difficult heights immediately afterward.

EDIT: Also cannot believe how skilled some people are at platform games, I bet you play N++ lol

(+2)

I've been playing these games (precise platformers with infinite lives and quick restart, or "die-and-retry" platformers as the description puts it) since the early days of Jumper and the original N. I never actually got that into N or any of its sequels, but Maddy Thorson's pre-Celeste works were a big part of my childhood (I particularly love Jumper, Jumper 2 and Dim).

Something I noticed as this subgenre evolved is that it started developing a two-tier difficulty system, where the main levels were usually geared toward players who are new to the genre, so they would be hard but never push your limits too much. And the truly challenging stuff for veterans would be optional content like time trials, collectable trinkets, or secret levels that aren't relevant to progress. 

It's a system that has a lot of advantages, since it welcomes new players while placating experienced players. But as someone on the "veteran" side, I found it refreshing that this game eschews that and simply making progress becomes quite hard as early as Chapter 2 or 3. I sort of miss this kind of game. It's more exciting to me when the core path through the game is difficult, compared to when the difficult parts are optional and just give me a checkmark on the save file.

(1 edit) (+1)

Whoa, I actually never knew Maddy Thorson made Jumper AND An Untitled Story.  What a pioneer.

I also have a soft spot for games that are just really difficult the whole way through.  Maybe that's why I keep chatting in this particular game's comment section.  It is indeed strangely refreshing and nice to have every once in a while as a palate cleanser.