huge potential right here, with excellent designs and crisp animations. i'm completely in love with anything going for this game
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Maybe the level name(Taxi) could hint the solution for you.
If not, here's the solution:
>Use the Grapple to bring the block towards you, it will cover the spikes and will let you to get over it. >Go to the right corner and pull the upper block to you. >After that, fly towards the door, and on the block, use the grapple to the left block you pulled at the start, to make it as a floor for the door.
Hope it helped
Thanks for playing!
neat stuff. not sure where the "bullet hell" part is, but it's till a nice concept. my main gripe with the game is that movements are way too aggressive - the stage tilts too much and the camera shake is too strong, which made the game very hard to play or see at all.
beautiful execution! i did however feel like the gameplay didn't pose too much of a challenge - i wasn't sure what exactly i was doing until i somehow finished the game.
i guess breaking didn't feel "right" - maybe more visual/audio cues would've helped flesh the mechanic out.
very nice. i think giving the guy a small shield that lets you determine the the deflection angle more precisely instead of the current surrounding sphere would've made for more intricate gameplay.
Fun little game!
I like how at first I was so happy being first place and two seconds later I realized this is exactly how you shouldn't play..
you can defiantly keep working on it and add some interesting tracks!
hey, i'll shine some light on the matter!
i'll admit the level order of the levels isn't perfect; designing levels was the heaviest task of this jam - about half of the development time went into creating all the different rooms - but the time we had for determining the order of the levels was much shorter (less than an hour).
we definitely wanted the levels to have some fluctuations in the difficulty curve, exactly for the reason you've stated - as a means to keep player engagement high - 'rewarding' the player with some easy levels after a very hard one makes them feel less tense and gives a more powerful sense of progression (which are both important for jam games).
i completely agree about the hard levels though, the spike is too big. the way i'd solve this is to tone down these harder levels, make them a bit easier to solve, with hints like visual cues or a more refined room layout (level 16, which a lot of people get stuck on, would've greatly benefitted from such changes).
all in all i'm happy people are taking notice of this problem, and we'll make sure to give it more thought next time :)
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