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2nd Cycle

rated 2.88 / 5 stars
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Action - Platformer - Other

Credits & Info

Sep 9, 2013 | 6:52 PM EDT

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Author Comments

LEFT and RIGHT Arrows => run
SPACE or V => jump
+ and - => volume
R => restart game

This game controls slightly different comparing to most platformers, so to take better control of your jumping, remember that you can only charge it up while touching the ground. Take your time and calculate your jumps.

This game was created as my final (solo) college project, developed during my last semester at ESAP in Porto, Portugal, in Design and Multimedia Communication.

I started out this project knowing close to nothing regarding practical game programming knowledge. A lot of theoretical knowledge from years and years of playing and studying games, but nothing else. While I'm content with the result, even if I would still like to fix some issues here and there, I've already spent way to much hours and brain cells than I probably should on this, and its time to move on to new ventures.
From the start it was meant to be a very short, condensed experience that one could finish in minutes, so I could not only be able to finish on the time frame it was given, but also to be more easily digestible for the player. This will probably take 5 minutes of your day, more or less.

A huge thank you to all my family and friends that helped me from start to end, as well as the users over at Kotaku, Penny Arcade and Flixel forums.
Also a big thanks to Flixel, Photon Storm, DAME, and FlashDevelop for providing great free software and documentation.

Any questions or issues you may have found, please contact me directly through here or twitter @Gaszp.
Thanks for playing!

UPDATE1: shortly after release I've started receiving reports from some users that the game's framerate is low to the point of messing up the jumping mechanic. I'm still trying to figure why it is happening to only a segment of all players, wish is specially hard since on all computers I've tested the game there were no such issues. For now I've re uploaded the game with some optimization changes.



Rated 2 / 5 stars

Was it on purpose that in the first area my character appears to be jumping to the building in the background and foreground?

Also.. I'm not the big fan of the jumping mechanic in this game... it feels wrong.

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Rated 2.5 / 5 stars

Uhhh... The fuck ?


Rated 4 / 5 stars

That set of falling blocks was one challenging stage! Almost gave up for a while there (I think certain lag might have impacted my performance too), but I'm glad I persevered! In the end, it's an inspiring venture. You jump to the moon! And on the moon, for some strange reason you can't jump so high? ;) I like the symbolism at the end... whatever it all means. If it's a literal rebirth, or a transcending your skills, honing your craft till your really learn to fly, or... running so much, until you realize you were just buzzing around, when you really should've slowed down and and smelled the flowers so to speak? Stayed grounded. :) Great game!



Rated 2.5 / 5 stars

The ending and aesthetic were cute, but the jump mechanic broke the flow of the game. Having to stop to calculate a jump every couple seconds in a side scroller destroys any feeling of, well, scrolling to the side. I think the main reason that the mechanic felt so uncomfortable was that it induced action in the player character AFTER the player took action. Since the run buttons induced action AS the player pressed the buttons, the dissonance between the two made gameplay feel out of sync.

Overall, I'm glad I played it. I like that you tried to create an innovative mechanics--this one didn't quite work out, but I'm sure there are other ways to create a unique game experience that doesn't dissociate the player from the game world.


Rated 3.5 / 5 stars

It /did/ seem pretty laggy. I think the vertical lines of the platform design helped in the confusion, since, at least personally, they made me dizzy during the falling platforms stage (the fact that the sides of these platforms weren't solid also added to the mix).
The jumping idea was innovative, but I too had the problem in which some jumps were already charged and some just refused to go higher. After falling a bunch of times, I still couldn't get the hang of its unpredictability. Speaking of which, it was pretty /repetitive/ after a while. Also, the momentum is almost nonexistant when on the floor, and that threw me off guard a couple of times.
I could only endure this troublesome mechanic by staring at the runner's /beautiful/ sprite (her hair is glorious!)... although it'd be /really/ helpful having a frame that showed you when you're running against a wall (instead of just freezing in one frame) or another one having her skidding to a halt (instead of stopping short, annihilating any momentum there was).

It was still pretty nice, after all. The ending was cute, too.

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Gazp responds:

I'm glad that after all those unfortunate problems (that I fully acknowledge, as always) you were able to find something that managed to give you some joy. The animation is one of the parts of the game I'm most proud off, and it was the first time I animated something to this scale, so it makes me very happy that you liked it!

Thank you so much for the helpful feedback and for playing!

PS: about the momentum idea, believe me, I tested with more momentum on the character's movement, and anything to higher than what it currently has made it even harder on the players.