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Uploaded
Feb 13, 2009 | 4:03 PM EST

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Author Comments

-Navigate a randomly generated bridge back and forth and see how long you last.
-Increases in difficulty the further you get.
-Jump-blocks, illusion-blocks, moving blocks and special level conditions add to the infinite level possibilities.

CONTROLS:
A or ArrowKey-left = Move Left
D or ArrowKey-right = Move Right
SPACEBAR = Jump (hold it longer to jump further)

Enjoy!
-Bulortio/Loadaphile

*UPDATE2 (Feb 14th, 2009):
-Thanks for front page!
-Second update for controls, seems lots of people are having trouble with them: I've added a toggle to switch between two different jumping methods and fixed some gravity/movement and other stuff. Hopefully you'll find the controls better now! (will appear soon, takes awhile for it to come online)
-Vote to get this into the action collection!

Reviews


phyvophyvo

Rated 4 / 5 stars

Fun

Good and fun submission, but I see areas to improve on.

It might be fun to have options to turn one or two things off. Sure, less hardcore, but personally I might like the ability to turn the flashing lights off if I feel like it.

Also, it'd be nice if you stopped talking to the player before level 50, in fact, it could be nice if you just never started. Those messages, while cute at first, get old fast because of multiple playthroughs.

Lastly, you could (like so many other flash game authors) improve on your platforming physics. This game would be a BEAST if it played more like super mario, where half of your jump is just how you take off. The game would probably suffer from as little acceleration as super mario (since there's less space) but inserting at least some acceleration mechanics would provide a little more challenge. Though you may have kept them simple to make sure the game doesn't give the player an impossible level, anything you can do to improve the physics I think will help the game a lot.

Thanks for the great game!


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dogsoldiersdogsoldiers

Rated 5 / 5 stars

Addicting

After a lot of tries, my best was 43. I'm not sure if addicting relates to fun, but this game sure is addicting.



go2mariolandgo2marioland

Rated 5 / 5 stars

pretty fun...

pretty hard but helped when i realized you could use the arrowkeys



LetumAbbisusLetumAbbisus

Rated 5 / 5 stars

So much fun

I made it to lv 52, then I got board. I loved the reverse sociological messages.

Suggestions: you should try playing games with the gravity, either increasing or decreasing it. Also some achievements would be nice. Something like cross without stopping or make it to X lv without dieing. Things like that. Maybe add a mute button, or multiple tracks. AND PLEASE CHANGE THE BACKGROUND, I know you said your already working on that but I felt like reidorating.



jbgrayjbgray

Rated 3 / 5 stars

Ready for yet another comment about momentum?

I'd like to start with what was good about this game. I loved the different "special" level conditions, especially "lights" and "wind". They really added atmosphere and interest to the game. And, while the affably insane computer is already clich├ęd, you scripted it OK and unobtrusively.

Now for a little criticism. Bear in mind that although I was only a hair's breadth from giving it a five, this wasn't a bad game at all. Rather, it was a rather good game let down by two factors:

1. The graphics could have been more polished and coherent. The "set on fire" animation, for example, could have been better; the background especially, while not uninteresting, seemed a little patched together and could have meshed better with the character and other elements. The fonts were also a bit retro.

2. Dear sweet pumpkin pie, the physics! I think I've figured out what makes jumping and running feel so "wrong," however: the acceleration due to gravity is too low (and affected by holding spacebar), while the lateral velocity is apparently constant. Instead, perhaps you could try increasing g (and initial vertical velocity to compensate); also, for lateral movement, start out slow -- this allows for finer movement, another frustration -- and have the character accelerate to a final speed limited by a dampening factor to give the impression of air friction. Of course, this means that they should not reverse instantly when you press a key in the opposite direction, but rather will slow down a little and start accelerating in the opposite direction.

I really believe that if you work on these two things, especially the latter, the game would play a lot better.


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