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Use arrow keys to move.
You can do one normal jump and one in the air.
Again seemed experimental. Edge detection was lazily done as large rectangles, double jumping only works if you started a first jump; the midair jump won't work. The level design is shoddy and if one of the falling platforms drops and you fall with it to a lower level it won't respawn making beating it then impossible.
The lack of polish is astounding for a publication. It shows little to no improvement from your last experimental platformer and has nothing new as far as I can tell.
Also, occasionally edge detection will glitch causing invisible barriers between two adjacent platforms.
It doesn't feel like I was rewarded enough for reaching the top. Also, do we just jump to our deaths?
For the next version, you could add some "things that are standard in platformer games" like enemies, more dificulty (but no so hard), and an ending. An intro should be on the next version too.
One more thing, add music.
Not my kind of game. It was quite boring and repetitive. Kind of like those cool platformers that you get except this one is dull, boring, and much too punishing for falling.
Add a message of "win game" at the top.
The platforms must dissapear when they are not visible, in the left margin they dissapear when they touch the edge of the screen, you have to remember to use the width and height of the object in that situation.
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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