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2nd Cycle

Score:
rated 2.87 / 5 stars
Views:
14,653 Views
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Genre:
Action - Platformer - Other
Tags:
jump
short
platformer
pixel

Credits & Info

Uploaded
Sep 9, 2013 | 6:52 PM EDT

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Author Comments

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

TIP:
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.

Reviews


ScorpyJuniorScorpyJunior

Rated 2.5 / 5 stars

I can't give a proper rating to this game, due to really bad jumping mechanics, is just bad and it need to be changed or something, it makes jumping a nightmare, sometimes it even feels like is luck based..



DreamNDDreamND

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.


People find this review helpful!

HackerB0yHackerB0y

Rated 2.5 / 5 stars

Uhhh... The fuck ?



CyberdevilCyberdevil

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!

-cd-



shk3nyshk3ny

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.