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Credits & Info

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


RottingSkullRottingSkull

Rated 3 / 5 stars

There is sooo much potential here

I love the concept, but the controls are terrible. As has already been stated, go back, rework it, and resubmit, I would love to play this game if it just had better handling



StreetSpokenStreetSpoken

Rated 3 / 5 stars

like everyone else

liked everything but the controls



oedjowoedjow

Rated 3 / 5 stars

descent

i got to lvl 94 with 3 lives but it was some snake lvl with a very large gap between 2 blocks and it was impossible to cross, and some lvls were like nearly impossible because u had 2 jump near the fireball throw thingey and u cant calculate when 1 comes out, but the idea is very nice and the gameplay is nice as well


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tietontieton

Rated 3 / 5 stars

Many of the same complaints

The idea is VERY playable.

Graphically, it is all there.

...

The controls are lacking in sensitivity.

I have to go with, "good idea, poor execution."


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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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