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Reviews for "Super Sepu Land"

This game make Dark Souls like an kindergarden difficulty level.

jupitron responds:

Maybe you're overreacting

Bien programado, me encanta!!!

jupitron responds:

Gracias!

Pretty neat game! Love the goofy story and how the gameplay picks up the pace and difficulty rather quickly with a good amount of varied obstacles to contend with. Love the difficult levels and how, alongside the element of only being able to walk forward, it adds a lot of interesting challenge and improvisation to the gameplay. Sure, it was a little frustrating at first since my natural instincts kept wanting me to be able to backup at times, but overcoming it was a nice experience.

Bit of a bummer at how the continue system works: I made it all the way to Level 4 in the 1st zone, but when I took a break and came back to continue, it took me all the way back to the first level in the zone. I guess I understand that it's because the game uses a life system and I didn't beat the whole zone, but man, I wish it let me continue from the last level I left off on, instead of the last zone. Still, despite that setback, I still want to play this some more, so well done on making it fun enough to make me look past that!

jupitron responds:

Thanks a lot for playing! Great video!

Positives
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+ Jumping is great
+ I like the mechanic of not being able to backtrack that keeps it simple while wanting skill.
+ love the aesthetic of the worlds, very charming

Things to improve
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- the difficulty spikes at the mid-end of the level this means we die and have to replay through the long slog of the beginning level again, this is the biggest turn off for me and probably most players. This would be fixed by adding one of three things:

- lower the difficulty, fewer hazards / hard jumps.
- CHECKPOINTS instead of so many lives - I would have traded half my 1ups for a mid level checkpoint.
- hit points, make it so the player can screw up a couple of times before a level reset.
_______________________________________________

Here is a more in depth review of certain worlds/levels
_______________________________________________

- World 1 overall is too difficult. The difficulty is killing the flow of the game and just making it more frustrating than fun every time I replay the level.

- Cloud levels are very slow and makes it even more painful when we have to restart them, either make these levels much shorter or add check points.
(+ Maybe make them more of a bonus stage to collect loads of coins and go really fast, than a deadly obstacle course)

+ Levels I loved: World 2 Dimension 8 + 9 was the perfect example of perfect difficulty and motivating the player to go fast through the level!
(The game is reasonable again until dimension 11 where the jump difficulty spikes back up!)

- Clouds 2 needs a lot of fine-tuning. There is a high chance of being thrown into something by accident through the speeders.

+ The football mini-game was pretty fun! Wish there were more of these earlier on

- First Water level, again too difficult - really needs a save point just before the homing coral

A lot of levels flip flop:
Dimension 12 really enjoyed great difficulty!
Dimension 13 really hated it!
And I stopped at 14 because I couldn't take any more.

I would have liked to have got further, but alas I am not strong enough.
Maybe someone can review the last world.
_________________

Overall:
I did enjoy everything on offer, just wish there were midway checkpoints next time! 👍

jupitron responds:

Hi IceBridget! Thanks a lot for playing!
Since everything is done by instinct with very few people giving feedback, difficulty is based on my skill and maybe that's not fair but believe me that I've left out some harder levels.
In terms of flow, I'll improve some levels in some newer games, I'm still learning.

So glad that you enjoyed it, thanks again!

Clearly a lot of love went into this game, but the fact that you can't go left and the hardest part of the level always being at the end makes doing the while level again very frustrating and tedious, especially in the cloud level where you move agonizingly slowly.

jupitron responds:

Hi! Thank you for playing!
Since the game was initially thought for mobile controls, with accesibility limitations is why you can't walk backwards, hopefully this will serve as a motive.
Will improve level flow, balance and difficulty on next game, promise.

Thanks again!