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rated 4.33 / 5 stars
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Action - Platformer - Other

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Credits & Info

Aug 17, 2010 | 1:13 PM EDT

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Author Comments

You landed on a hostile planet on your mission to save earth.

Quoted from a jayisgames review:
"e7 is lovingly understated and beautiful, from the rush of wind and light piano track that convey a simultaneous sense of isolation and hope, to the silhouetted foreground scenery overlaying a distant and imaginative landscape. The gameplay is simple, to be sure, but the central mechanic is fun to learn, tricky to master, and wholly satisfying once you've reigned it in. "

- Left and Right arrow to move (or "A" and "D" keys)
- Hold and Release Down arrow to jump (or "S" key)



Rated 5 / 5 stars

Love sad endings...

...but got to test now, if there is a good one possible. Hilarious game!


Rated 5 / 5 stars


Very calm and fun game, the best concepts are usually the simple but creative ones. Jumping on top of an enemy unit is so satisfying. The ending was good, as well.


Rated 4 / 5 stars

Great concept

I really liked the idea of the strange physics of the world. All in all it seemed rather well polished and smoothly flowing, though I did see a few cases where material would suddenly spring back, ejecting me while I'm on a wall.

That said, I had three major problems with this game:

1) Jumping: With jumping so integral to much of the game, I found it very hard to tell when I could jump, and when I would be jumping with the full force possible. There were many times that moving up a slope and jumping would cause a great jump to the side, and many times where the same attempt would cause a meager jump right into the conveniently placed spikes.

2) Enemies:
2a) If my objective is to destroy this bomb, why are these enemies in any way a threat? Why do I need to stay back and kill every single one when I can jump from the entrance portal to the exit portal in a single hop? There needs to be some sort of justification for why I need to kill these utterly useless enemies.

2b) I found that killing enemies took forever. Perhaps it was partially due to problem 1, where I couldn't get jumps off properly and so I could not kill the enemies as efficiently and effectively as possible, but it still seemed as if many of the enemies took quite a lot of hits.

2c) After killing an enemy once, maybe twice, they were just boring. Any level that had the same enemy without a new gimmick (i.e. no cover this time, no easy jump, or not tons of them at once) just seemed like a repeat level (especially since all the levels look the same).

3) Focus of the game: It seemed the major aspect of this game was the strange environment physics and a very artistic style. With that in mind, I felt there were too many levels where the sole goal was to kill the enemies (sorry, but your enemies were not very innovative, and we're particularly artistically cool), without any environment quirks. There also just were not enough environment quirks / tricks over all, and the ones you had were used barely at all. I mean, let's count:

a) Normal
b) Wall-jumping
c) Land that rises instead of sinks

I see from that 3 environment types. From my memory, wall-jumping was used twice (once with, and once without an enemy), and the rising ground was used twice (get over spikes, and get over spikes while staying below other spikes).

So out of 20ish levels, only 4 were with special tricks involved, and all of the rest was either simple movement, jumping over spikes, or fighting enemies (or a combination of that). I just feel that these quirks were far underutilized, and the focus of the game was stolen too much by levels with enemies instead of dealing with the strange environment.

All of my problems aside, I was surprised when some elements I expected didn't make it into the game:

1) Floating platforms: having to navigate the platforms when your character sinks through them might be difficult. Oddly, there was one unsupported platform, which was what was holding the spikes from above in one level.

2) No strange effects of going *through* the land.

3) Switches/buttons/rings/whatever that are required to activate the portal or get access to it (i.e. puzzles besides "jump into this enemy 10 times" and "jump over these spikes").

4) The ability to change the physics on the fly. Perhaps experimental technology can change the ground to rise up when the robot's engines change frequencies or something.

5) Land that acts like a trampoline. Currently you have to intentionally jump. On these levels you would automatically bounce around somehow. Essentially the ground would be more springy and less submissive.

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Rated 5 / 5 stars


It deserves my all 10 stars!


Rated 4.5 / 5 stars

9 out of 10

for creating a level like 18 wish requires the insane wall jumping plus making us have to aim to hit an enemy off walls, you don't get 10 of 10