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EDIT: Holy shit...This game is way too hard. What was I thinking?
Take on the role of Furry Fixer. Play a dual gamemode game made for the #gbjam3 featuring platforming and driving gamemodes!
Programmed and designed by Stephan Haldaman, art by Edu Verz and Jonathan Romero.
A, S, Arrow Keys
Don't forget to try using a controller if you have one!
Game fantastic, but I don't reach to level 4 :(
The game is majorly flawed in a lot of ways.
-The driving sections are neither funs nor challenging, when I was driving carefully to avoid collision I ended up going through a building while driving on a drivewalk and die of a colision that should have happened before my car merged with the walls, it also serves barely any purpose to the game and is just cringe worthy, it lures the player into a false sense of what the game is before it even begins. I was wondering if I played the right game before getting to the platforming sections. Why are the controls of the cars inversed? It's like you're doing it on purpose
-The platforming sections have their own faults, first, double jumping is impossible with the arrow keys. It wouldnt be such a big issue if the game didnt make it possible to jump with the up arrow key, having the player to take counter intuitive mesures to be able to perform the moves.
-The checkpoints are kind of unclear. What are they supposed to be ?Canvas ? Cat doors? Air hatches ?
-The death animation is unclear too what happened ? Did the racoon eye popped out ?
-Appart from spike it is unclear what can deal you damage and what cant. Is touching wire that are neither exposed nor in contact with water that dangerous to touch ? You have to work on the hazards of the levels.
-I would very like to know when in development you thought "The player should take fall damage when they fall from too high" and thought it was a good idea, in all the history of 2D gaming there was never, ever ONCE a game that made that decision and ended up being a good and fun game to play. Didnt you play those when you were little ? Or watch game critics?
-Controling the character while jumping can prove to be a near impossible task especially when you try long jumps to reach tiny platforms, your characters almost always has soaps under his feets.
-Near the 3th checkpoint what are the stalactites supposed to be ? Glass shards ? It doesnt matter, that third jump to end up on a wall or die is just sadistic
-Again it is unclear why I had to turn a valve to open a gate.
-Back onto the driving section I just phazed through a slim wall I just passed because I had the folly to collide into it. Hurray Even though I have pressed no buton in 10 seconds the cars is still advancing slowly in the last direction faced. I believe I found the first game that can play itself. The car seem to be vibrating when I accellerate that's...Interesting. I ended up finding level 2 without being lost. Huzzah
-What does the character do when he is standing in an idle animation ? Feeding imaginary ducks?
-I died by touching a very small spider web leaning against a part of the wall. Now this is ridiculous.
-On level based around Wall jumps you cant do anything but sloooooowly slide down the wall to first see if you dont end up in a bottomless pit or against a spider webs (Wich should just stop your fall not kill you unless you put a big mean spider in the web I'm still not buying it)
-This game is based a lot around the die and try formula, but in the die and try formula you can somehow avoid death by having good controls, here you're forced to die over and over again to figure out a path
-This part on level 3 right past the second check point with the fast moving platform is sadistic, not only it forces you every time you die to take the loooong way down by sliding down the wall but right after you die on a piece of shard if you dont know you have to crouch and then taunt you with an nigh impossible wall jump. As I said, die and try. And this is the part that made me quit.
So in conclusion, the game is not fun to play, the car parts are not fun to play, the controls are terrible especially in jump, the game expects the players to be mastering them even though it's a complete mess. I cant give this game a good rating. You should try to make the hazard of the game look like real hazard that would hurt, so the player might try to avoid them. Since the spikes are the obvious choice why dont you go with them all the time ? Big and small spikes. You need also to rely less on pixel perfect precision if your game doesnt have much good controls. And finally maybe some music would be nice and some sound effects when the character jumps or super jumps.
I really appreciate all this feedback. I read it all and you should get an award for playing a game you didn't like for so long and explaining why so well.
You really point out the importance of visual communication in your feedback which I definitely agree is something that this game needs a lot of work in, and the unconventional mechanics like fall damage and no air movement seem to just work against everything players have been taught in other platformers. I guess I wanted to try something new, but I see that these mechanics aren't implemented very well with the levels.
Thanks for the feedback again. Next time I'm working on a platformer I'll remember these comments.
Controls are good, simple graphics, I Like it.
But you can add other gamemode without lives, driving just for fun. That'l be better. I think so.
The difficulty of level 1 just isn't a fair introduction to the game. I quit playing very early in with the following complaints:
1) Fall Damage. The first section I found this, it took me too many tries to fall of a ledge, turn around to wall grab, and wait to slide down. The fall damage was an annoying surprise.
2) The rock spikes, or ice spikes, that came next. The hit box was terrible as I died multiple times while mid-jump on the large upwards rock spike even though I could not see any pixel I supposedly touched to get killed by.
3) The character slides around. That really killed the ability to have good jump control. This in turn means a very high difficulty in the first level alone.
4) Being trolled.. finally passed the rock spike and electrical wire only to be killed by a fall that barely went off the screen. The fall length for damage seems way too picky. Quit.
Solution: Difficulty control. "Easy" or "Beginner" mode would be wonderful to make this interesting. I would suggest it either turns off character slide to improve jump control, or, it adds platforms to the fall-damage test area to aim at and removes a few select spike traps or shortens them to give a wider space to succeed passing through. I wouldn't even care if you called it "Pathetic Skill" mode. I'd rather see more of the game and the effort put into it.
Thanks for the honesty and suggestion!
I think this would have helped a lot during development. A lot of the serious issues that you mention came up last second, like the hit\boxes and level design issues. An additional problem was that the way the art is in this game, I can't change the level without also having the artists changing the art.
Most of the other issues are just an oversight on my part and due to a lack of gameplay testing.
Anyways, thank you again for the detailed feedback. I should be looking for people like you BEFORE the game is finished. Alas, the nature of game jams is cruel.
This game is hard, but fun. I think the reason people gave it a bad review was because they aren't as skilled as le true platformers.
That's what I tell myself...before I go to sleep every night.
Context? Context is for casuals.
Hexagon Puzzle Game
An old style, pixel-art noir adventure, inspired by classical point-and-click games.
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