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Author Comments

Crysthurl is a short, simple platformer, where the protagonist must throw blocks to smash open crystals, to progress.

Created for Ludum Dare 23.

Left/Right - Move left/right
X - Jump
C - Throw block
R - Restart level
M - Toggle audio
Esc - Return to title

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this seems like a fun, original game even for it's simplicity. Nice work dude!

Wow, this is SOOO retro and minimal. I love how there's not a specific way of dealing with levels and it's more a matter of timing and instinct. The music is unnerving and yet very fitting. The whole game made me think about Tantalus and his divine punishment. But to be honest there's no intro, no ending, and it's so short I couldn't give it more than 3.5, even knowing that it's a Ludum Dare entry.

This is a deceptively simple game, with minimal controls that require a bit of planning and timing. It's relaxing, but also challenging. It was hard enough to figure out where the blocks would land, and even more difficult to remember to account for the fact that they slide a bit when they land. The color scheme is rather unusual, but doesn't take away much from my enjoyment of the game.
Several people have complained about glitches. I got stuck inside my own block once, but by pressing "R" I reset the level and got free. The music and sound got a little annoying, but the Mute button worked. I like the way the first level showed the controls and let me work it out from there.

This game is great, and for you all that can't see past what you call glitches, well... your f'ing idiots. They aren't glitches, the are there so if you mess up you have to restart, pretty straight forward. I like how simple the instructions were kept. It allows a player to explore and use his/her own tricks to complet a level. If everything was explained up front and your hand was held the game would of been much shorter than it already is, and thats my only gripe. It' damn short and i want to keep playing. i must have spent another 15 min in the final screen dicking around. Love it.


You know, it actually makes sense that spikes would only hurt you when you fall on them rather than when you walk across them. It seems like it should be easy for video game characters to just step carefully around these enormous spikes.