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Uploaded
Aug 27, 2012 | 2:30 PM EDT

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Beginner 5 Points Beat 5 levels.
Initiate 5 Points Beat 10 levels.
Hopeful 10 Points Beat 15 levels.
Middleman 10 Points Beat 20 levels.
Finders, Keepers 25 Points Open 20 chests.
Talent 25 Points Beat 25 levels.
Worker 25 Points Beat 30 levels.
Spelunker 50 Points Beat 35 levels.
Angel 100 Points Beat the game.
Dedicated 100 Points Open all 40 chests.

Author Comments

*Update 8/28/2012: performance improvements, background color change*

After coming back to life from your first deal with Death with riches beyond measure, you have once again died and are seeking a way to heaven--but this time, you must lead a lost soul through a newly hellish landscape.

Controls:
-Arrows/WASD - move
-Z/Up/W - jump
-Down/S - open chest
-M - mute
-R - return to level select

Reviews


redgamehunterredgamehunter

Rated 3.5 / 5 stars

Bouncing between spikes while avoiding two spinning spike balls... with these controls? Nope. I'm sorry, but there's a difference between difficult and absurd, and this game did the second far too many times. For example: the level where two sets of three lava monsters shoot up, and the treasure chest is up top. The level itself would only be hard because you require the player to jump perfectly because of the ceiling, but by sectioning off the treasure chest the way you did, you ensured there would be at least 15-20 seconds between every attempt, turning an otherwise meh difficulty level into a test of my patience. The controls are too twitchy for a lot of the crap you ask for in these levels, and the lag that started happening didn't help either. I took steps to make sure it wasn't just me, and nope, still lagging, especially on levels with a lot more lava and such. But even assuming lag wasn't there making me have a 10 percent chance my button press won't be registered and I'll die, the other stuff is just too annoying. I love platformers, and I've liked other games of yours, but this one wasn't enjoyable. It didn't even give me satisfaction to beat the levels because they were just so frustrating that I rarely felt like it was my fault if the level took me a long time, instead always noting a couple of design flaws that made the level arbitrarily more difficult. The art, music and general aesthetic were nice, though the art conflicted with the pixel level precision required for some parts. This is one of the few difficult platformers where I've stepped back and said "I am not enjoying myself in any way while playing this, and beating levels feels hollow instead of triumphant... I'm going to stop." And then proceeded not to play it anymore.

TL;DR: Game controls are twitchy, art and music are nice though art conflicts with gameplay, difficulty seems arbitrarily high via poor design. Workings of a great game trapped in an unenjoyable one.

On the plus side, your other work, out of what I've played thus far, is good and enjoyable enough to provide the perfect transition as I leave this game behind.



NeonHellNeonHell

Rated 4 / 5 stars

hard as hell in the last ten levels....32 and 35 come to mind,I think,where you gotta have pinpoint precision and the controls are just slippery enough to make it a nightmare...oddly enough some of the last levels werent nearly as difficult as those select few
still the beautiful music and unique style makes it charming in its own,hair-pulling,ragequitty way....



machinekimachineki

Rated 1 / 5 stars

nice music,BUT ITS A FUCKING TROLL GAME



alessio-castigliaalessio-castiglia

Rated 4 / 5 stars

nice game! I raelly like the art and the music fits well :) BEWARE impatient people/ragers XD


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JojiroJojiro

Rated 4.5 / 5 stars

Sometimes the level design required a bit more precision than I think the controls warrant; the controls in this game are highly responsive to the point that the character is almost twitchy. Particularly in the channel where you have to bounce up between two rows of spikes, I couldn't get it to be consistent no matter what I tried. That level was still beatable, but it was needlessly frustrating in my opinion, because rather than a feeling of achievement when I got past it, I just felt tired and annoyed.

Another low point was on the same level, where the ceiling blocks your head unless you jump at the last second. The artistic nature of the game makes this "last second" moment hard to catch, since I don't know where my character's edge quite is, nor the ledge.

Besides these two design quibbles, I also felt like level design could have more variance-many levels felt like filler levels and until the late-game it wasn't really challenging. It would also be nice, with so many levels, for you to feel as if the character had progressed some. He gains no other abilities, which is kind of disappointing.

Finally, the light that follows the character is nice, but doesn't actually provide anything to the game til the last level besides a bit of a special light effect. This is another odd design choice I'm going to call into question.

The music and graphics fit well, and enemy design was appropriately cute yet creepy at the same time. The game shows a high amount of polish and all things considered is a great success in platforming. It falls short a bit on level design, but even this is only noticeable if you play lots of popular indie platformers.

I do wish it had a bit more plot to tie it together, and those arbitrarily hard design issues weren't there, but even through that, this game is exquisite. Thank you for a great submission!


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