Really think you should! Hyvä shit
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Thank you for the review! :) Stay tuned, when I start work on the full game on monday, I will not only rewrite the physics to be much more precise and predictable, I will also introduce a more casual/easy gamemode.
Thanks a ton for replying! Right now, the movement physics are rigidbody simulated. I've done what I could in the 48 hours to make it as predictable as possible (using continous rather than discrete simulation for example), however I've noticed that in high velocities it can feel pretty unreliable. When I take the game further starting monday, the physics will be completely rewritten and custom this time, rather than rigidbody-based.
That said, the game _is_ very difficult, however it should definitely not be impossible. Level 7 is a difficult jump, but both me and my playtesters nail that level pretty much every time now.
Although, I have to ask, since you seem to have a lot of issues with the timing based mechanics; What kind of performance do you get, and what system are you running on? Appreciate your feedback
Wow, your kind words mean a ton! Not sure how I will go about distributing the game (maybe I just sell it on here), but I will definitely make a full game out of it! :)
Thank you so much! How far did you make it?
Thanks a ton for your feedback! :) As stated in the gamepage, this game is meant to be very difficult, and not meant to give any sort of help or pointers to the player. The fact that you have to discover these things by yourself (unless you read the bottom paragraph of the gamepage) is what defines the design of this game. Pretty much everything you mentioned is a testamente to the direction that I took in the design of this game. I guess it's a nostalgic trip for me back to the days of NES and SNES where I remember having to read the games manual while pulling my hair out because I didnt know what to do. Quite a lot of players who have tested the game seems to have enjoyed this approach just as much as I do!
That said, given the amount of similiar feedback I've gotten from many other players, I've decided to add a more casual gamemode when I take this project further in the future!
Walljumping has a pretty unique and tricky mechanic, but once you understand it 100%, it's actually very easy and forgiving. I describe it to 90% in the gamepage.
And last but not least, as for level 2; I haven't been able to run through it quick enough to not catch fire. It has kind of become a challenge for me to see if it's even possible. Nice catch!
Again, thanks a ton for your comment and your interest in the game, warms my heart! <3
Wish I had more time for this! Only criticism I can give is that there is no indication that you have to press space to start. And the dinosaur bounces when you press him. So I tried for like 15 mins different combinations of the three first words and pressing the dinosaur to no avail.
Love this kind of game! :) Good job!
Yes, it's made very difficult like that on purpose. Normal wall jumps are much too casual to fix the idea for this game, but I guess the idea was pretty niche to begin with!
Thank you so much for your rating and comment! Means a lot! And I will add your suggestion high up on the list as I take the game further after the jam :)
Thank you so much! :) I get this feedback a lot. I will look into it as I take the project further after the jam! I will probably leave the gameplay as is at least for one mode of the game (Nightmare mode?) since the original idea and design of the game calls for it, but I will also experiment with adding further modes.
Thanks for the comment! I hope your frustration doesnt kill the rating too much hehe. Its definitely a niche game given its high difficulty, although given the amount of similiar feedback I've gotten, I will consider solutions to this problem when I take this project further after the jam! <3
Thank you for your lovely comment! You can press Alt+Enter to toggle between fullscreen and windowed mode. Yes the spiders are a bit tricky too, even for me. You need to hit space when youre on top of them, to jump off them. Even so, I think the game wouldnt hurt from an iteration on the physics itself..