Its another testing facility, with another kooky evil A.I, sigh. Well you're here now so you might as well do the tests. Run, jump and climb to the end of each chamber before the explosives embedded in your skin detonate and paint the walls of the laboratory with your innards.
Smooth and fluid platformer gameplay
Grating attempts at comedy!
And an anti-climactic Boss Fight!
Arrow Keys/Analog Stick - Move
Z/A Button- Jump
X/ X Button - Run
Enter/Start Button - Pause
All Art, Sound, Programming and Design by Kinsley: https://twitter.com/Kinsley_Dev
Fun game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/WM7q7yEUpUY
I guess the last line of the boss justified the whole game but... no amount of self depreciation and self awareness makes up for the fact that it's also just a "rip off" of portal and this type of humor. And the problem is, when you're obviously mixing portal and meat boy, you're dooming yourself to be compared to portal (which is very well written) and meat boy (which has basically perfect gameplay and level design).
Anyway, you're lucky, the game is pretty good. I skimmed through the whole story stuff because I understood quickly it wouldn't be for me, but the gameplay is good enough, and the level design is actually interesting.
So, first, good job and making something so well done and with that much content in 48 hours.
Now, the issues:
- Sometimes it felt like the game lost friction, I think that's just my controller being weird and going to the left on its own, but that means you didn't put enough (or at all?) of a deadzone. (my controller is a little old, but it's only acting up on games with no deadzone set usually)
- Even if the level design is good, I think the way dangers are programmed makes it worse. Sometimes they desync between each other, or activate at different times. You tend to notice it after trying a level multiple times, some of the timing vary a little.
- The way the walljump works is fine, but it tends to stop upwards momentum a little too much I think
- I'm not sure having a run button was that important. Maybe that's me and the optimal way to play some levels is to slow down, but I basically kept pressing it 100% of the time, and only made small adjustments to my position with the stick if I needed to wait.
I'm reaaaaaally not a fan of these type of games. Especially with the arrow keys which made it significantly harder for me because my keyboard (which doesn't allow to make any key work whenever i'm pressing left in the arrow key, for some reason) Had to give up. Game felt waaaaay too type for me, escalating super fast in difficulty.
That said, the game felt really nice and seemed to have lots of content. I liked the dialogues in the beginning of each levels too.
I'm amazed you could do that much in 48 hours but i guess the game itself is kind of simple.Submitted
This game plays better than any game made in 48 hours has any right to. Well done. Music is all great too.Submitted
Man this game is hard, beat it with 93 deaths! (only 1/8 gems LOL)
I loved the music, respect for making so many different tracks for all the levels and a boss theme too.
Minor gripe about the gameplay is that it was sometimes unclear when the wall slide would trigger, for example when I tried to clear a 2-high wall while holding towards it, the character slid along the wall and didn't get enough height to get over it, causing some frustrating deaths.
I liked the super satirical and self aware AI, exactly what I expected from the title.
The progression of difficulty in the level design was actually amazing, great job on that!
Overall enjoyable game, satisfying to beat, great job!Submitted
Liked it! Liked the fact that it was self aware and I liked the graphics on it!
A tiny bug: music stops playing if you die :( and that's a shame cause I loved the music!Submitted