Honestly, the only thing that I feel is like needed for speedrunning is a speedrun mode which makes you do the 10 levels again and has a time after you beat slaughterhouse (During the slow-mo wave.
interesting... although the ships not resetting doesn't make this a problem since it becomes a dead run with that, but hey... cool platformer, would definitely love to see if this gets a speedrunning lb and/or a TAS run on this.
Still have no idea how people are pulling that off :P Spike hitboxes are small but there's a hardcoded check to see if you're standing on a corner with a spike. But I guess it's not perfect, even thought I tested it pretty extensively
Overall its enjoyable but can be frustrating cause of blind jumps and timings in later stages. I had to look up what level 10 looks like because i kept dying to things i couldn't see which was pretty annoying.
Another thing i should mention is dashing into flying icons - it feels like their sprites are too large for their hitbox. Id often clearly dash into them but fall down because i guess i didn't touch their hitbox? I also found it unclear which blocks would disappear after shifting. Sometimes it was the ones with yellow inside, sometimes ones with a yellow outline, and sometimes the platforms that would shift would be just red. It more or less became a guessing game as to when i should shift, which in later levels felt more like a second thought anyway where the level basically goes "alright, you cant go any further without shifting, so shift here" rather than something you should think about doing like in earlier stages (aka feels a bit rushed but its understandable since game jam and all that jazz, i'm sure if the dev had more time, the levels would be much more polished). Other than that it was pretty enjoyable, controller support is good enough (xbox controller) (not to say its bad, its perfectly good, tho you have to use the stick to navigate through menus; dpad doesn't work in menus, but it works in game), tho i wish restart could be bound to something else personally; its not like that is a big deal or anything, just that i would've personally preferred it on Y rather than back button as an option 🤷♀️.
If you enjoyed Celeste, you'll probably enjoy this as well. Its got interesting mechanics which it uses well for the most part (again, hitboxes felt a bit iffy at times but its not a HUGE huge deal, it was only for that one thing which didn't happen too often anyway) tho some go underused. Strongly recommend you download the game rather than playing in browser cause of input lag (trust me, you'll need it for stage 10.)
Edit: i just watched dev commentary, and yea, felt pretty inspired by celeste, though because ive played through celeste (for the most part (i still have yet to beat farewell cause man i just dont have time lmao) i didnt have issues with the difficulty.. in fact, i appreciated more difficult levels, but not all deaths feel fair because again, blinds jump in level 10. still tho, overall its a good game, comment below me had a good suggestion that there should be a way for you to see what youre gonna have to do later on in the level
Thanks for the feedback! I really do appreciate it, I've already noted lots of things for the next time I make a game.
If I had more time I would have loved to polish the game's camera, the vertical scrolling definitely doesn't cooperate in level 10 but I was a little stubborn about zooming out since I like consistency
Normal icon hitboxes are actually pretty generous, but the jetpack ones definitely need to be wider. 100% agree
You're totally right about not being able to tell which platforms will change when shifting, usually they're styled differently but it changes in pretty much every level. The biggest giveaway is the more saturated outline, but I admit it could have ben done better. Constrained myself to a pretty small color palette for the game.
Controller support was completely untested so I'm glad that worked out LMAO, I had to switch to Unity's new input system to get mobile buttons working and I decided to bind some controller buttons while I was at it
Wow, this is an incredible game! The mechanics were super cool and the movement and levels felt really good! One thing I recommend adding is something like the watchtower/binoculars in Celeste that let you see the whole room, especially for things like the last level, it was an amazing level, but it was annoying having to die every time I wanted to see what's next. Another thing I recommend adding is some corner correction for when you dash, because it feels pretty bad bonking your head on a corner when you dash. But other than that, I think this is an amazing game!
Yeah this is really good feedback, keep in mind I made this in a week but if I had more time to polish it out these are all things I would have loved to do
how do you beat slaugherhouse??? I'm stuck on the part with the four flying guys and the pit you drop into; how do you not die??? Dashing isn't an option, so...
I love this game, it was great and had some really nice game design. Art and atmosphere were also really good. Controls are pretty good. I wish I had more to play >,< I am curious what are the level 11 and 12 files in the download?
I love everything about this game! The pixelated yet appropriately toned design, the implementation of all the abilities in unique ways, the well balanced similarity to Geometry Dash, and the difficulty curve! I've kept on playing the game to beat it 5 times I think already, and I'm definitely gonna speedrun it. Thanks for making this!
really cool game and i thought that level 10 was a hard one but for me that was totally okay because its the last one. it feels a bit cluncky that you can only change layers when your on ground and that you only able to dash while in the air but thats just a personal opinion
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Honestly, the only thing that I feel is like needed for speedrunning is a speedrun mode which makes you do the 10 levels again and has a time after you beat slaughterhouse (During the slow-mo wave.
finally beat level 10 (+ all the other levels), very fun (level editor plz :O)
interesting... although the ships not resetting doesn't make this a problem since it becomes a dead run with that, but hey... cool platformer, would definitely love to see if this gets a speedrunning lb and/or a TAS run on this.
Still have no idea how people are pulling that off :P Spike hitboxes are small but there's a hardcoded check to see if you're standing on a corner with a spike. But I guess it's not perfect, even thought I tested it pretty extensively
Overall its enjoyable but can be frustrating cause of blind jumps and timings in later stages. I had to look up what level 10 looks like because i kept dying to things i couldn't see which was pretty annoying. Another thing i should mention is dashing into flying icons - it feels like their sprites are too large for their hitbox. Id often clearly dash into them but fall down because i guess i didn't touch their hitbox? I also found it unclear which blocks would disappear after shifting. Sometimes it was the ones with yellow inside, sometimes ones with a yellow outline, and sometimes the platforms that would shift would be just red. It more or less became a guessing game as to when i should shift, which in later levels felt more like a second thought anyway where the level basically goes "alright, you cant go any further without shifting, so shift here" rather than something you should think about doing like in earlier stages (aka feels a bit rushed but its understandable since game jam and all that jazz, i'm sure if the dev had more time, the levels would be much more polished). Other than that it was pretty enjoyable, controller support is good enough (xbox controller) (not to say its bad, its perfectly good, tho you have to use the stick to navigate through menus; dpad doesn't work in menus, but it works in game), tho i wish restart could be bound to something else personally; its not like that is a big deal or anything, just that i would've personally preferred it on Y rather than back button as an option 🤷♀️.
If you enjoyed Celeste, you'll probably enjoy this as well. Its got interesting mechanics which it uses well for the most part (again, hitboxes felt a bit iffy at times but its not a HUGE huge deal, it was only for that one thing which didn't happen too often anyway) tho some go underused. Strongly recommend you download the game rather than playing in browser cause of input lag (trust me, you'll need it for stage 10.)
Edit: i just watched dev commentary, and yea, felt pretty inspired by celeste, though because ive played through celeste (for the most part (i still have yet to beat farewell cause man i just dont have time lmao) i didnt have issues with the difficulty.. in fact, i appreciated more difficult levels, but not all deaths feel fair because again, blinds jump in level 10. still tho, overall its a good game, comment below me had a good suggestion that there should be a way for you to see what youre gonna have to do later on in the level
Thanks for the feedback! I really do appreciate it, I've already noted lots of things for the next time I make a game.
the games very fun tho, try making a level editor
Wow, this is an incredible game! The mechanics were super cool and the movement and levels felt really good! One thing I recommend adding is something like the watchtower/binoculars in Celeste that let you see the whole room, especially for things like the last level, it was an amazing level, but it was annoying having to die every time I wanted to see what's next. Another thing I recommend adding is some corner correction for when you dash, because it feels pretty bad bonking your head on a corner when you dash. But other than that, I think this is an amazing game!
Yeah this is really good feedback, keep in mind I made this in a week but if I had more time to polish it out these are all things I would have loved to do
super fun, insane difficulty potential. you should either add more levels or make a level editor
Thank you! Pretty happy with the final state of the game, I don't really feel a need to expand it.
boi level 6 is a bigger difficulty spike than fucking 70% above deception dive
haha fair, imo 1-5 are too easy and 6-10 are too hard. it's hard to find a good middle ground when it comes to difficulty
took me 3 hours to finish the game, glad i played enough Celeste for this
also i streamed playing this on a discord server and someone said the title theme sounds like better call saul theme, 9/10 game
i have beaten 8a and midnight killer is painful
how
BWAAAAAAAAAAAAAANG
BWAABWABWBABWA
BWAAAAAAAAAAAAAAAAAAAAANG
Wow this is cool
Where is the downloadable mobile version,it would be easy to fix the controls on an apk
It doesn't exist
Why cant i move, i can only jump
use arrow keys/wasd
this game made me break more tham 10 pencils and cry while saying obama and obunga
random as
fooni as
nice
how do you beat slaugherhouse??? I'm stuck on the part with the four flying guys and the pit you drop into; how do you not die??? Dashing isn't an option, so...
I love this game, it was great and had some really nice game design. Art and atmosphere were also really good. Controls are pretty good. I wish I had more to play >,< I am curious what are the level 11 and 12 files in the download?
I swear it took me an hour to beat the last level
I love everything about this game! The pixelated yet appropriately toned design, the implementation of all the abilities in unique ways, the well balanced similarity to Geometry Dash, and the difficulty curve! I've kept on playing the game to beat it 5 times I think already, and I'm definitely gonna speedrun it. Thanks for making this!
Oh and the music too is a bop lol
i love ur game :)))
Really fun platformer! Would be nice to have an attempt counter.
I seriously need the whole music in one track it's so good
I really find this amusing, especially since I used to spend all my time playing Geometry Dash. I also really like the physics!
really cool game and i thought that level 10 was a hard one but for me that was totally okay because its the last one. it feels a bit cluncky that you can only change layers when your on ground and that you only able to dash while in the air but thats just a personal opinion
great game ;`)
cool
the jump button does not always work and the joystick sometimes does not release
Unfortunately mobile can get a little buggy, I have no idea how to fix it. Most likely just WebGL weirdness
Fixed in the latest version!
absolutely love the level designs, happy to have helped and seriously love the fast paced platforming on level 10 <3
This game really feels like something out of those Flash game sites and I love it. Great job! :>
my brain is too underdeveloped
mine too
fun and devious level designs!
:O it's the adofai/rhythm doctor guy
This looks great! All the Geometry Dash References here are well-made, too! Great work!
this is really cool