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Credits & Info

Feb 17, 2010 | 10:09 AM EST

Author Comments

Flat mate asked me to post his Computer arts project.

This is his honey badger pilot.

Use the arrow keys to move. (Up is jump, hold it)
Use space to use the dens and levers.
Use Ctrl punch (hold for longer reach)

Use the dens to recover health. Collect meat for points, look out for secrets.
You have 3 lives, you lose one when the health bar drops to 0, it then refills.

He says he'll build on this if the feedback is good. Remember, this is just a pilot.

Edit: It appears this is the wrong file, this is missing the end :p. We'll get it sorted shortly.
Update : The latest file is uploaded.



Rated 2.5 / 5 stars December 16, 2012

i didn't like it when i kept on dying just because i couldn't get to the other platform


Rated 0.5 / 5 stars September 27, 2010


this is just horrible


Rated 3 / 5 stars February 17, 2010

good start

Good start but a fair few glitches that need sorting out. Distance from enemies etc as you recieve damage when your not really near them. Also the music cuts out here and there but apart from that a good start :)

Sephtis responds:

There is no music o.0...are you sure you didn't have media player on? :p.

Thank you for your comments :p.


Rated 3 / 5 stars February 17, 2010

It's a good attempt!

I like the idea of the game, the art is very good and some of the ideas like revealing a hidden area is well done but it's missing a few features such as music and the physics could use with a bit of tweaking.

Overall the game is a good attempt, keep up the good work!

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Sephtis responds:

Don't worry, the real thing when it's done will deliver ^^.


Rated 2.5 / 5 stars February 17, 2010

Cuts way too many corners.

With a deal of extra work, this might be the beginnings of a good platformer. The art is acceptable, if not amazing, and the controls are for the most part smooth. It has the issue a lot of amateur platformers do though of making the player instantly jump on contact with the ground if they hold up for a long jump, which is awkward and should be fixed. A new jump needs to take a new press of the button. Also, the walk speed is well below the line of tedious.

The hitboxes on both enemies and pickups are also way too large. This makes it look kind of strange when the pickups just blink out of existence when the character doesn't appear to have touched them at all, which is compounded by the lack of any animation before they disappear. Likewise, it took me a few times to feel out just how far you can actually be standing from an enemy and still take damage, which is similarly complicated by the lack of any damage animation.

Really, lack of animation is the biggest problem here in general, in cases that genuinely effect gameplay like the lack of damage animations or cases that just effect my enjoyment of the game in general. Attention to detail will go a long way to draw players in and show them this is actually a product you're proud of - to name a few, I'd appreciate seeing falling rocks that actually fall and perhaps break too, not slowly hover up and down. I'd appreciate damage animations (Potentially also invincibility frames? Recoil optional), an attack animation that isn't terrible, death animations on enemies, an interaction animation for the den, and some kind of animation if just as simple as a fade-out for collected powerups. These are just the major ones. You say this was a school project and unfortunately, school project almost seems like a code word here for rushed and half finished, but if there's any genuine interest in finishing it these would all be good places to start.

Also, I still don't see an ending. Check your upload version again.

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Sephtis responds:

He tells me to remind you he was working on limited time for a uni project, this is pretty much just to get the feel of making it, the real deal will be much " cleaner".

And the ending is there, did you finish the level?