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Raider: Episode 1

rated 4.33 / 5 stars
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Action - Shooter - Run 'n Gun

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Credits & Info

Jun 3, 2009 | 6:17 AM EDT

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Author Comments

Raider: Episode 1 is the first in a series of five platformers, consisting of a single level each. The levels are long, however.

This game is designed to be reminiscent of 'old-school' games which those of us old enough to remember playing them as children might find nostalgic.
It is designed to be CHALLENGING. Only the best players will be able to achieve the fabled S ranking for their performance. Can you?!/

Controls are specified in the game. They can also be customised from the How to Play screen.

PLEASE try Beginner mode if you're not great at platformers or if you find the other difficulties to hard and frustrating. It removes many of the most irritating aspects of the higher difficulties. Please do not complain that the game is too hard if you haven't even tried Easy mode.

NOTE: It seems that playing this in Internet Explorer results in some strange input-related problems, where the keys seem to 'stick' or something. You shouldn't really be using IE anyway; it's a notoriously bad browser.



Rated 4 / 5 stars

its a good game!

but i bet you cold improve it...spike stant kill sucks even at should put it out =\
and the way he jumps is horrible


Rated 4 / 5 stars

Not too shabby

A pretty good sidescroller that remindes me of the old NES days. The gold trophies were near impossible to get but anything good is worth the effort. The simple design fit well and the music is great but not annoying. Not too much I'd change.

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Rated 4 / 5 stars

Wish I could've played this on NES!

Great sprites, immersive storyline, great game in general. Making it one big level makes it a little bit repetitive though. I would've also enjoyed an equipment screen or something. Still, looking forward to the sequels!

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Rated 4 / 5 stars

Great fun

I love this little retro style platformer. Every element is in there. The sword and blaster worked just perfectly for certain situations. The graphics were very retro, but still very smooth and enjoyable.

I think the colour needs a little working. You might not need to implement it in a single stage, maybe for your next four stages. But if ever you compile all of them into one game, it would be nice to see some colour variations.

Also, I got pretty tired of having to hold down the jump key to make a maximum height jump. It's relatively useless when I don't actually need any form of a low jump to pass through any of the levels. You can do one of two things. You can either make the jump a max one right away without having to hold down the jump button, or you could make a jump collide with the roof so that you wouldn't hover in the air for a short period of time. If the character actually bumped into the roof, then yes I would need that lower jump to get past places where the roof was low. That would make a lot more sense.

Certain spike areas were a one time kill. If you're going to implement spikes that only take a certain amount of health, might I suggest putting 'rescue' platforms at certain stretches of spikes? I mean, some of the spikes were so far down that you couldn't hop out of them when you made a mistake, which basically doomed you instantly. You couldn't run anywhere or jump anywhere safe. And that's very frustrating.

Also, I didn't like the fact that when you got hit, you'd drop down ladders. That's especially crappy when the ladders have no floor and the bottom was full of spikes. One touch and I'd plummet to my doom.

Some things that need to be addressed, but overall this is very good. I look forward to the next couple of stages.

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Pseudolonewolf responds:

The next few levels will look far more interesting; this one was originally built as a sort of test for the engine that I ended up using anyway but I didn't really change the graphics...

There are places where you do need to jump at less than maximum height, especially in the other levels (which I've made some of but not refined them enough for release yet). Parts with short ladders and spikes on the roof, for example.
Generally I use roof spikes instead of head bumping to necessitate low jumps because I saw the 'head sliding along the roof' thing in some old games and wanted to include it because it amused me. o_O

I should probably change some of the deep spike pits so that there's some way to get out of them, but hmm... I wonder if it'd make things LOOK worse...
Oh well. I'll do it anyway, probably.

Falling off ladders when hit is quite intentional and it's in many old platformers like Megaman, etc. I can't remember playing a game where getting hit while on a ladder DOESN'T make you fall, actually, and it seems far too forgiving, that...
If being hit makes you fall off, then that just means that patience and carefulness are encouraged, which I think is a good thing,
I don't like the idea of mistakes being so minor and 'unpunished', which is so common in modern games... It's sort of like the 'you're great the way you are!' mentality which I also don't like...

Anyway, thank you for the lengthy review. It's appreciated.


Rated 3.5 / 5 stars


this could have been a great game if it didn't have the same kind of difficulty that mega man has. tone down the levels because seriously WTF? maybe I'm being a black sheep around here but i seriously hate it when i play an internet game that kicks my ass 70 times over.

Pseudolonewolf responds:

Apparently some people LIKE the Megaman-esque difficulty.
There are plenty of simpler platformers out there; this just doesn't happen to be one of them, because it's aimed at the people (probably a minority) who like things difficult.