Arrows Left & Right - Move X - Jump Z - Interact C - Swap Gravity
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Lv. 3
Not sure if the levels were procedural or I sucked but I stopped after I couldn't make a jump that was too far for my guy to get to.
SubmittedSin(d)er - The Sine Wave Dating App
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Lv. 36
Epic. The mechanics fit very well together.
SubmittedMoon Mission
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Lv. 29
Very cool platformer with nice level design. I had some trouble with the controls, but the mechanics really do fit the theme of discovery. Nice job!
SubmittedThe Metal Detector
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Patron
This was a really interesting game, I like how the different mechanics were explored and it was a good fit for the theme.
But my issue with it is that the controls were really infuriating (and writing this just after finishing it, I'm starting to notice that my left hand hurts). I have an aversion for zxc controls so that didn't help, but the game is asking some really precise / fast inputs, and sadly to me it's not doing its part.
The biggest thing is that there isn't a way to use different controls. I find it way more comfortable to have a FPS layout or even to jump with up for 2D platformers. But if you're making a game with precise jump/timing, it really should be playable with a controler. And doing that doesn't require customisable controls.
The second offender is the wall jump. If you have to push against the wall to stick to it, then the game should ignore the direction input for a while, because here you have to switch really fast between left and right, and at different points it either made me lose a bunch of time, or made me ask myself if I was trying to do something impossible or if I was just bad.
On a similar point, the super bounce is way too hard to get. Not only most of the time you have to zigzag left and right with the right timing to get higher, but the jump+magnet input is also way too demanding, and half the time I did it wrong and it didn't boost me. I'm guessing this mechanic is the result of the gravity and jump coding, so maybe a bug turned feature (which I like especially with this theme), but there should definitely be like an additional buffer to make the input easier, so that it works even if you're not exactly doing it at the same time.
Now, all those issues might be exacerbated by the zxc layout, because I'm really bad with it, and I often use the wrong key but overall the game didn't feel like it should be particularly hard, and I think even with a more comfortable layout I would still have struggled on various parts.Also I got stuck a while before understanding the super bounce, I didn't really know if I missed something (which the collectible at the bottom of the pit kinda suggested), and I didn't understand the help right away, because you get it before knowing what it could mean. And overall that area before Metatron feels weird, like you're missing something more than just the trick to learn.
Now, apart from those controls issues and the Metatron level, I think it's a really good game. Collecting the things felt great, really like you understand the game, and the overall progression of mechanics and puzzle were well integrated. I also really liked the last part, which was a relatively simple trick but it felt great to pull off (especially since the timing was way more generous for the wall jumps).
SubmittedBeyond The Window
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Patron
A really clever platformer with a funky sound-track to boot and a really interesting gradual curve in difficulty with some new techniques being learned along the way, great entry. My only complaint would be perhaps the collision blocks were a little too big in some areas making something appear to be not solid when it was, but that aside, I really enjoyed this one :)
SubmittedDisc Recovery
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Lv. 46
I unfortunately got stuck on the part that's at the end of the thumbnail gif 😅 The puzzles were pretty good, though the platforming was a bit too precise for my liking. I think making the slime trampoline only activate if you fell on it, instead of if you walked onto it, would be a good quality of life change.
Submitted15 Deadly Seas
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Lv. 7
A pretty nice platformer game. Though the movement and controls were a bit clunky in my opinion. One thing I would change to reduce the clunky-ness would be to reduce the number of buttons that need to be pressed. For example, instead of pressing the down key to spawn the slime, it would have been nice to just use the jump button for that. So, if the player presses the jump button in mid-air, then a slime is spawned.
SubmittedWitch Wanda: Wandaring Candyland
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Lv. 26
The bouncy slime is a pretty unique mechanic, and I think you utilized it in interesting ways. Good level design. I can't say I understood the story very well but there is a cool vibe to the setting.
SubmittedCostume Party
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Lv. 43
Reall well done game, I played it on my stream, here the vod if you like to watch it. https://www.twitch.tv/videos/1181819117?t=00h41m20s
SubmittedHell Diver
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Lv. 3
A lot of neat platforming ideas here! When I figured out the height trick with the blob and combining it with wall jumping to get even higher I felt like there was lots of potential. I did get stuck at the magnetism room but what I saw of the rest is great. Very nice
SubmittedRadio You. F. O.
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Patron
Cool platformer. I feel like I had to resort to glitches to get over the bus and a few other high jumps. I get the blob guy stuck in the wall near the top, I jump into it and mash X until it shoots me in the air. It doesn't always work, but that was my lifeline. haha Great job!
SubmittedGlaucous Primary
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Lv. 6
The platforming was way better than I would have expected, the mechanics were intersting and worked together super well and I had to discover ways to overcome problems using the mechanics I had unlocked. Super cool! The art was a little simple at first but it grew on me and I came to really like it. The backgrounds and parallax worked really well. Overall great submission.
SubmittedChronicling the Cosmos