It's not my greatest, but at least it's a game!
yeah, sure not happy with this, but glad I at least got a game out this time.
gona try super hard next time to live up to the standard I know I can reach.
because I have make better games then this, and I know i didn't try as hard as I can.
music and sound effects where made by ForteFortissimo
programing and art where done by SingleShot
wasd/ arrow keys - Move
space - jump
ESC - pause
Another game with magnets, yay! Cool take on the theme. I thought the levels were all pretty well designed (if a bit simple), and I enjoyed collecting all the coins.
The issues with collision and movement (slippy friction, game likes to snap you up slopes and off ledges, etc.) did sour the experience a bit though.
Megan Level 9
This was a great take on the theme! A few games (including mine) did the whole platforming in two worlds with their own twist, so it was fun to see yours. Love the music and the running sound effects were fun. I didn't finish the last level because it was too frustrating, though. Biggest problem was the slippery controls. Springs also seemed to have a huge hitbox.
I really liked the visuals and the walking animation is pretty fun. Music is very good.
The games does a nice job introducing its rules, but I have to agree with the other comments, the controls are the biggest issue here. The speed/momentum is too important, and you ofter go to far even though you pressed the direction for a fraction of a second. I think the deadzone on controller was a little too low two because I often went to far to the left, so I switched to keyboard but timing the bounces off the springs was harder here. I either prevented the yeet or I didn't change direction fast enough and missed the platform.
There's also a few spots where the ceiling is too low and gets in the way a otherwise simple jumps, which makes the fact that you have to jump backwards harder.
And lastly that last level was pretty frustrating, there's the low ceiling, but also a timing you have to guess because the platform is off-screen, and sometimes if you change directions while being affected by the magnet, it wont propel you, so you miss the platform and have to wait again.
Overall, I think I could sum up by saying that when you're making a puzzle platformer, you really have to make sure the platforming doesn't get in the way, at least not when the player is trying to learn the rules.
Naxos Level 7
This game gives me Braid vibes. And the music was somehow very nostalgic, but I can't put my finger on what exactly it was reminding me of. I had fun with this!
My only gripe is that the character feels a little bit slippery.
And occasionally something can cause the magnets to not pull/push you, but I don't exactly know how to replicate it. It was a very minor issue and didn't really do any harm while playing.
PS. I uploaded a video of my playthrough
I like the twist you've put on the standard 'two phase platformer' - using direction to determine which ones are solid and which ones aren't. That adds quite a cool change and makes even the simplest looking levels harder than you think.
Getting my head around the bounce pad thing was surprisingly difficulty too, in a good way :D
Not bad for 12 hours!
SpritePainter Level 14
The unique mechanics here are really interesting. It makes this a really good puzzle game. Unfortunately,I found the platforming very frustrating. It feels very slick (like everything is ice) and the hit boxes seem very imprecise. If the platforming could be tightened up, I would love to see more done with the puzzle mechanics, particularly the magnets.
It's a really interesting take and a very unique idea, I think you've done a great job here, don't be so harsh on yourself, two days is a very short time to conjure up an idea and you've done something really well here, great job
Sid Fish Level 4
Read your description, don't be so hard on yourself. The game mechanic is very well done and your art and music is very high quality. The game had an overall polished feel and it was fun too. The only issue I had was the slippery controls but if you tuned this a bit more this would make for a great platformer. Well done.
to clarify, I don't think I'm being hard on my self. I only spent like 12 hours on this game, and i didn't really have fun making it.
compare this to the last game we worked on and you may see what I'm talking about.
Still I'm glad you enjoyed it. the slippery controls where a by product of low friction, so the side springs worked better.
if I cared more I know I could of fixed this and still made it work but I didn't.
anyways thank you for the feed back, and good luck to you and your game! :D
Bokonon Level 5
A fun implementation of the two state mechanic! i enjoyed the light puzzles this introduced! great job!
illdie Level 7
The only particular issue I had was that the momentum seemed overly swingy, i flung myself off platforms overcorrecting for it a number of times. Outside of that this is a neat game with some fun ideas along the way!
I finished the game. I thought the art was very good. The problem I have is with the feel of the controls. Super Mario feels slippery but can adjust himself in the air to make up for it and the Belmonts from Castlevania feel stiff but can turn themselves around mid-air without effecting trajectory. Bi-polar takes elements from both but I think the mechanics would benefit by adopting a Castlevania IV style jump (no midjump trajectory adjustment but able to change facing direction). Anyway just my unsolicited advice. It was good though, I did finish it and had alot of fun so awesome game!
I get what your saying, but the reason i didn't do that was due to how the block switching worked.
the game hard breaks if you change direction while in a block.
so I made sure to limit when you can turn around then built puzzles around that.
but ether way, thanks for the feed back. good luck with you game.
ps: chris your games are always hidden gems for me in gm48 :D keep up the good work.