Put your spacial and temporal awareness to the test as you help Axel and Ounce escape the underground lab!
- Left and Right Arrows - Move
- Up Arrow - Jump
- Down Arrow - Activate a Switch
- Z - Jump, Menu Confirm
- X - Advance text, Menu Back
- R - Restart Level
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Lv. 13
Very clever idea! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/VfuoLEtGa74
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Lv. 67
Note: pleaaaaaaase no zxc shenanigans, not all keyboard have their keys placed that way (in my case, z and y are reversed), it's annoying to always need to change the keyboard layout
Like the other feedbacks, the game felt confusing to me. I never get to manage to end the first level.
These type of games (where the player has a time clone to manage platforms) are already puzzle on their own and not always easy. This takes it in such a higher level of confusion that it's wayyyy too hard to master for beginners. It's unique, at least. But I had such a haaaaaard time to figure out what I was supposed to do to get the correct movement workings. The character moving backwards forces you to think backward on a puzzle system that already isn't the most simple to solve. A tutorial or more simple first levels would probably have helped a lot (you need patience to figure out that the characters are doing something you didn't expect: they move backwards instead of forward; even if a text tells you this, we always need to test it to actually figure out the controls)
Too bad cause it made the game feel frustrating to me but I really would have liked to go deeper :( A difficulty trick: keep in mind players who never played your game will never be able to play better than you. Always push the difficulty down when it feels "normal" to you in the first levels. It should feel pretty easy. The game will always be easier for the one who coded it :p
That said, the music and sounds are nice, the visuals are cute and I like that there is this type of duality. The difficulty is what made it difficult to enjoy for me :/
SubmittedPlease, Move To The Circle
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Lv. 2
Thanks for your feedback!
I'm sorry that the game was really confusing. I knew the levels I had were too difficult, but I ran out of time to make easier/tutorial levels for the beginning of the game. I will definitely take more time to introduce game mechanics in the future.
Also, thanks for letting me know about the keyboard layout issue. Implementing different control schemes should be easy, it just hadn't occurred to me that the game's current controls would be a problem for some people. I will be sure to add more control options in future games :)
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Lv. 8
The mechanic is really interesting but is hard to master. The game need a more in depth tutorial with easy levels.
I found the jump a bit unresponsive for this type of game. Dying on the spikes because a bad jump timing is really frustating.
The art is nice and i noticed a lot of details in the UI part, sounds are good too.
Good job :)
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Lv. 2
Thanks for the feedback! If I go back to work more on this game I will definitely add a better tutorial and some easier levels at the beginning. I was planning to have more easy levels originally but ran out of time to make them in the end :P
Also thanks for bringing the jump responsiveness to my attention. Usually in these types of games I add some one or two frame windows to make the jumps more forgiving, but I didn't get to that this time. I'll definitely remember to do that in the future :)
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Lv. 17
Really slick design and a very cool mechanic, but I found it hugely frustrating (particularly dying and starting again).
Submitted3, 2, 1... Evolve!
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Lv. 2
Thanks for the input, and sorry the game was so frustrating :(
As for your comment on starting over, I think I could incorporate a kind of checkpoint system into the game which would make death less punishing. Or maybe that would just make it more confusing? I might have to play around with it to see if I can make it work :P (as well as adding a better tutorial of course)
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Patron
THIS IS SO CONFUSING. And I've made a full GM48 game with similar mechanic (but not in inverse order).
It really need some better introduction than the first level here. I took me forever to get past it. But I gave up on the third level.
The real thing that makes the game so frustrating is the fact that you keep getting crushed. It makes the whole thing very punitive as you're just trying to understand how everything works.
Other that that, the game is pretty cute and sound is good (but SUPER LOUD, I had to put it a 2% on my volume control..). And of course the idea is very interesting and fits the theme well, too bad there's not really room for testing and improvement (so level design problem).
SubmittedBoyard
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Lv. 2
Thanks for the feedback! I knew the first level of the game was too difficult, but I didn't have time at the end to make a proper tutorial level. I also realize now that having the two players crush each other may not have been the best idea for a puzzle-oriented game. It might have been better if you could only crush yourself on ceilings (or not at all).
Also thanks for pointing out the volume issue, I'll definitely turn it down a bit for my next game :P
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Lv. 4
Very unique idea I've never seen before, simple art, simple music, would be okay if it weren't that confusing and difficult
SubmittedTime Bomb Set: Get Out Fast
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Lv. 2
Very unique idea combined with simple but beautiful art and music.
However, the game is very frustrating and I think, since the mechanic is so new, needs a better introduction other than the story one.
SubmittedDark Merchant
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Lv. 2
Thanks for your input! I knew the game was going to be frustrating when I submitted it, but I didn't have much time to add new (easier) levels before the deadline. I'll definitely tone down the difficulty in the beginning next time.
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Lv. 4
Really great game if i had the patience to try longer
the game is generally super confusing and difficult and found that i wasnt playing for more than a couple minutes
SubmittedThe Timing