Be a Supporter!

Credits & Info

Uploaded
Dec 10, 2012 | 6:00 PM EST
  • Daily 2nd Place December 12, 2012

Related Stuff

If you liked this, check these out!


Author Comments

[YOU CAN CUSTOMIZE CONTROLS IN THE OPTIONS MENU]

Commerical talk:
Massive Action platformer following in the footsteps of giants like Super Meat Boy or N+, spanning 45 levels across 3 unique worlds. Features: final boss, high scores, original soundtrack and a jetpack!

SkullFace, has been in the works for about 7 months and began almost a year before that! So much care and play-testing has gone into every level and nuance in this game, i hope you enjoy the experience. A challenging and rewarding adventure with original soundtrack by Adam Dishongh, that ends with a climactic showdown.

Real talk:
Woah, this is my biggest game to date and has taken a lot of work, i put my heart and soul into this thing. It started a long time back with a programmer who later moved to San Fransisco and work on the project, so i took the art assets redesigned the game a bit, and learned to program it myself in Stencyl Engine. Its largely inspired by SuperMeatBoy, N+ and Jumper.. i loved those games, the new wave of action platformer and so i just really wanted to make one. The game is about constant learning and the feeling of achievement when you beat a level, only to be met with a new challenge and so new obstacles are introduced every few levels across the entire game to keep it fresh. The main focus is on smooth movement and the under flow of rolling/jumping/jetpackin g.. the first time i made a boss battle as well, and the most play-tested and tweaked a game. been wanting to make a for ages, and i think something a lot of indie devs want to try.. so i hope i did it justice and to be honest this project was really fucking challenging from start to finish, and also was a financial failure as well, but i hope it is well received and the effort that went into it shines through. I really underestimated how difficult it would be to program the whole game myself as well as do the art/design/animation.. but despite wanting to quit several times during development and many long nights, i stuck with it and am super proud. the first time commissioned a soundtrack as well, and i think the music is great and really matches the gameplay. looking forward to feedback about the game and how it will be received by the players

Reviews


PokemonZeldaGUyPokemonZeldaGUy

Rated 4.5 / 5 stars April 21, 2013

Reminds me of super meat boy. Awesome and fun



GrandpaloveGrandpalove

Rated 3 / 5 stars April 21, 2013

I very much enjoyed this up until I got the jet pack. The problem is, the controls are very tight and fluid, until you get the jetpack. The jetpack feels clunky and hard to use, unfortunately, and after the first world the game became unenjoyable. Sorry.



GaruuSpikeGaruuSpike

Rated 4.5 / 5 stars April 21, 2013

Very, very, good.

A control issue is present, however. I believe that Skull Face should not stick to a wall he is pressed up against, and should instead slide downward if the player is pressing towards the wall / not pressing anything. Also, if the player presses away from the wall, Skull Face should break off.

This is a mechanic present in Super Meat Boy that allows for PINPOINT PRECISION JUMPING, which is necessary to fit through some of the sawblade mazes. It may not be needed here (I'm on level 28 and I'm going to bed now), but it would still increase the fluidity of the controls.

Aside from that, excellent game. Catchy music and mostly-tight controls gives an experience kin to Super Meat Boy. :)



InfintyDragonInfintyDragon

Rated 4 / 5 stars April 20, 2013

I only have one quibble and that is the response time after landing (from a jump) to a roll is a bit spotty. I noticed that you have to make at least one frame of running animation before the game will recognize AN input. I stress this as if you anticipate the roll an hit down slightly before you land (i.e., you hold left and down together as you are about to land) the game only registers the left input, and not the down input. This may be a bug, and should be looked into. Other wise the controls were super tight! (I'm over looking the slide stops, as games like this actually benefit from a bit of "play" in that area as it can be vital in adding those crucial microseconds to your momentum so that you miss a hazard. Another beef I have is that you give us good easy levels to get used to the controls, and learn the moves before you throw the hard stuff, but then you don't provide us with the same luxury after giving us the jet pack power up. You just kind of throw us in and assume that it will make the game easier/more fun, when in reality all you did was make the levels more obnoxious right after doing so. So I think you're level ordering might need a bit of tweaking. (design was fine, I just think you ordered them incorrectly in places.)

Solid 4/4



tribaljettribaljet

Rated 5 / 5 stars April 20, 2013

As a Super Meat Boy and N fan, I give you all my 5 stars, Sir. It's definitely well put together, gameplay, aesthetics and sound wise (I especially find this important, something that SMB is stellar in).

If I were to mention something I'd like to be improved is to have the jump height range being wider, especially being able to have a lower minimum jump height added to the jump mechanics. 5 stars, regardless.