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Uploaded
Mar 10, 2013 | 5:50 AM EDT
  • Daily 5th Place March 11, 2013

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Author Comments

Leaving the sound on is highly recommended.

LEFT, RIGHT: run
UP or X: jump, jetpack
DOWN: activate
M: mute

Reviews


BullfinchBullfinch

Rated 5 / 5 stars March 12, 2013

The difficulty was a bit too much for this game but I loved the AMBIANCE and the ATMOSPHERE! It is a beautiful game. Make more. I also like the "Twilight/evening" thing going on. Just beautiful....



theCapitaotheCapitao

Rated 3.5 / 5 stars March 12, 2013

Really enjoyed the atmosphere, but it would be awesome if it had more game mechanics.



SketchHeartSketchHeart

Rated 4 / 5 stars March 12, 2013

I very much enjoyed playing this game, the atmosphere was very pleasant. The only thing that was a little odd was the difficulty. It wasn't necessarily too hard, it was just that it was not something I was expecting.



TAMA-OTAKUTAMA-OTAKU

Rated 0 / 5 stars March 12, 2013

Beautiful. Atmospheric. Garbage.

This has only the potential to be a great, and I hate to use the term "art game" but it fits here. Exploration and discovery are always a plus in these sorts of games in my book, yet the calm and peaceful tone was utterly decimated by the incredible difficulty. Trying to make it over a pit covered in instant death over and over and over, every time having to make your way through the same two rooms just to get back to where you were and fail yet again leads only to frustration and stress.

To make this into an enjoyable and playable experience I would humbly suggest that you make progression through the stages far less difficult by: A: Removing most if not all spikes in difficult to navigate areas. B: Increasing the number of checkpoints so one wouldn't have to repeat areas exponentially. C: Adding an on-screen fuel gauge after you pick up the jetpack.

-/5



cardboardbox13013cardboardbox13013

Rated 2 / 5 stars March 12, 2013

This game has promise as a Knytt-style platformer, but drops the ball with a near-vertical difficulty increase shortly after collecting the wall-jump power-up. Apparently you're supposed to not only jump between two sets of wall spikes in a cave, but also over a set of floor spikes - all with pixel-perfect accuracy. Either that, or you're somehow expected to jump back to the start despite not having the range.

The art style and ambient sounds are charming, but as stated, the sudden and frankly excessive spike (pun intended) in difficulty made me give up in frustration. Less spikes and more exploration please.


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