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The box is lost in a strange dangerous world. Help it to reach the exit door in each level of the game.
Move the box with the arrow keys
Jump with Z or the up arrow key
R to restart the level
ESC to quit to the main menu
M to enable/disable sound
+/- to increase/decrease the sound volume
too little control, too much luck. i completely lost interest after the first level that required me to jump from peg to peg... you really didnt expect people to be able to accomplish this, do you??? i had a hard enough time balancing on one single peg, much less being able to control my jump from there, and the level design is so unforgiving that i not only have to perform my jumps with perfect timing, but also get lucky enough that the box is at the right angle to even proceed.
music was pretty good, and animation was ok, but the move speed was far too slow.
-Movement speed is too slow
-I guess not being able to move while in the air is technically valid but it's rarely done in platformers for a reason
-Controls are a mess
You had a good concept going here. I really liked the idea of the box flipping mechanic. But in practice, it's just entirely too hard too control - levels are more trial and error than any real skill, and the downright glacial speed of the box doesn't help.
All in all, a solid start, but it really needs tightening before it's going to draw me in enough to finish it. Keep trying!
I agree with the others, controlling physics would be a lot better if improved.
BTW, what music is that? I really enjoyed it, I remember hearing it before but can't remember its name. Thanks ;)
Curious approach, and VERY soothing music. Unfortunately, "into the nightmare" was all too fitting of a name.
I'm okay with having an avatar that can't alter its jump arc in mid-air. It worked for Castlevania, and it's fine here. Also, thank you for putting criss-crossed lines on the box -- that was a big help for timing my jumps to be when I was more than halfway on or off of a surface.
Things started getting bumpy with the idea of snagging the side of a platform and rolling up onto it. I could work with that... but then there came times when the box would leap from its new perch even though I hadn't hit the jump button yet. That's not "platform game with physics" so much as "Flubber." And that "What the?" stage was just unfair. If your game is already teaching us that platforms produce unpredictable effects, don't hide the wonky platforms. That's trickery squared -- very frustrating.
If I had an extra day or two with nothing to do, this might be worth deciphering.
Nice simple design.
But the physics are really unpredicatable.
And that ruins the experience sorry.
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