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Mar 13, 2013 | 7:04 PM EDT
  • Daily 3rd Place March 15, 2013

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Author Comments

Failure is inevitable, so why delay? Hit that Give Up button and be done with all this. No need to try to finish the game. I wouldn't be impressed either way. But if you want to humor yourself you can at least try a few floors on for size.

Game by John + Tasselfoot
Ending Music Tracks by Kevin Macleod []

WASD / Arrow Keys to Move



Rated 4.5 / 5 stars

Goodness knows why I just spent an hour trying to impress a robot eye.
This game makes you want to keep playing! Addictive!
I loved the blood splashes, too, especially when after multiple failures they tend to accumulate around the most dangerous point. Edgey.


Rated 4.5 / 5 stars

Really nice game if you're into platforming with very smooth controls.
The spectating eye gives it humor and life while the soundtrack fits so very good. It's pleasant for the ear to hear, In an awesome way!
The game is not too long either so you can sit back feeling good about yourself after completing the game instead of giving up and look the last lvl up on youtube.


Rated 4.5 / 5 stars

Anyone who's played Super Meat Boy won't find this quite as much of a challenge...

But it's in the same spirit. You have unlimited retries and instantly start over when you die. And prepare to die. A lot.


Rated 1.5 / 5 stars

I encourage players to give up, not because it's difficult, but because it just isn't worth playing. I hate it when people make a flash game that's just poorly designed and upload it as "LOLDIFFICULT."

The falling platforms tend to fall from you going anywhere near them, often completely screwing you.

The double jump is extremely selective, which is to say that if you try to use it, it will just select not to work for no reason a lot of the time.


Rated 4 / 5 stars

That was pretty fun and very engaging, managed to finish it, though :)
I really liked the gameplay, everything was formulated, strategically placed if you will, to be difficult, but not impossible and to make you use your brain instead of just running in frantically, which worked sometimes but on harder levels, not so much. You give the player just enough time to react to the situation at hand so that it is possible to complete most levels without needing to die a few times to learn it- which really can make a player feel smart and justify them doing so, very intuitive gameplay. If I'm honest, though, I don't really like the idea of the give up button. It's just a pointless gimmick that's good for a laugh the first time but it's novelty soon runs out, I like the idea of a game being hard but I don't like the idea of the game itself acknowleging it, like it's a central part of the game. And sure, this game was difficult but not to an unfair point where it became like a theme.
I don't really like the idea of a passive-aggressive, sarcastic robot because I feel like it's been done to death by now and the music was pretty poor. There should have been a separate button for the music and sound effects to be muted because sometimes timing was of the essence and I had to unmute the game to complete a level.
Overall it was a very good game, somewhat ruined by gimmicky ideas and a generic setting/story.

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