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rated 4.11 / 5 stars
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Action - Platformer - Hop and Bop

Credits & Info

Dec 10, 2012 | 6:00 PM EST

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Author Comments


Commerical talk:
Massive Action platformer following in the footsteps of giants like Super Meat Boy or N+, spanning 45 levels across 3 unique worlds. Features: final boss, high scores, original soundtrack and a jetpack!

SkullFace, has been in the works for about 7 months and began almost a year before that! So much care and play-testing has gone into every level and nuance in this game, i hope you enjoy the experience. A challenging and rewarding adventure with original soundtrack by Adam Dishongh, that ends with a climactic showdown.

Real talk:
Woah, this is my biggest game to date and has taken a lot of work, i put my heart and soul into this thing. It started a long time back with a programmer who later moved to San Fransisco and work on the project, so i took the art assets redesigned the game a bit, and learned to program it myself in Stencyl Engine. Its largely inspired by SuperMeatBoy, N+ and Jumper.. i loved those games, the new wave of action platformer and so i just really wanted to make one. The game is about constant learning and the feeling of achievement when you beat a level, only to be met with a new challenge and so new obstacles are introduced every few levels across the entire game to keep it fresh. The main focus is on smooth movement and the under flow of rolling/jumping/jetpackin g.. the first time i made a boss battle as well, and the most play-tested and tweaked a game. been wanting to make a for ages, and i think something a lot of indie devs want to try.. so i hope i did it justice and to be honest this project was really fucking challenging from start to finish, and also was a financial failure as well, but i hope it is well received and the effort that went into it shines through. I really underestimated how difficult it would be to program the whole game myself as well as do the art/design/animation.. but despite wanting to quit several times during development and many long nights, i stuck with it and am super proud. the first time commissioned a soundtrack as well, and i think the music is great and really matches the gameplay. looking forward to feedback about the game and how it will be received by the players



Rated 5 / 5 stars

amazingly fun


Rated 2 / 5 stars

The game looks good, but the controls are messy. I can't roll while running right


Rated 4.5 / 5 stars

I played this on your site before I discovered it was on Newgrounds, too, and it makes me a little sad to see that it might not get all the appreciation it deserves.

It's obvious that this screams Super Meat Boy and N+, seeing as those were your two primary inspirations, there are a couple of levels named after them, and even the character's design is somewhere between Meat Boy and N because he's a stickfigure with no apparent skin. But total originality isn't necessary to create a truly satisfying gaming experience, and there was a vast array of unique elements in this game that constantly kept it fresh and interesting. Those elements really added up and were used well, too--by the time I was done playing, SkullFace felt like no game I'd ever played before. The variety is amazing.

Heck, there are even a couple of things I prefer about this game over Super Meat Boy (like how the boss battle was handled, and how 'acrobatic' the main character is). This is really a well-designed game; I managed to beat each level with an A+ rank, and though it was difficult, it never felt unreasonable or downright cheap.

However, here's a list of my minor gripes:

I had a few issues with the wall jump right away, which stayed with me throughout the remainder of the game. I always longed for a bit more maneuverability upon leaping from a wall--as in, if I were to hold "down", SkullFace shouldn't jump as high, and if I were to hold "right" while on the left side of a wall, he shouldn't launch himself as far away from said wall.

I also think it feels 'off' that SkullFace slides down walls so sluggishly. It disrupts the fast pace of the game a little to be darting through sets of obstacles one moment and inching down a wall the next. Maybe the rate at which you slide down walls could have been based on momentum so the pace remained intact.

I found World 2 to be the hardest of all three worlds because I was still adapting to the way the game was meant to be played at that point, and certain levels (like 20 and 25) felt like sharp out-of-place spikes in difficulty. I felt a sense of accomplishment beating most of the levels, but those, not quite as much.

Also, the jellyfish-looking enemies in World 3 have what I consider a slightly over-sensitive hitbox. I would sometimes fall onto the edge of a jellyfish enemy's head expecting to bounce forward to a new part of the stage, only to instead explode into black squares. I soon "learned" the size of their weak point and had no problems utilizing it to progress through the game, but it was still a two-minute nuisance for an otherwise surprisingly 'non-frustrating' experience.

I was also kinda expecting a reward for getting an A+ on every stage. Even a "Congrats! You got all A's! What a great report card!" message on the main menu would have sufficed.

As mentioned, these are not significant complaints. They somewhat detract from the general polish and slickness of the game, but regardless, SkullFace is a highly enjoyable platforming game with (I'd say) more going for it than most Flash games that currently exist. The music is fitting and catchy, the artwork is crisp. the characters are memorable, the sound effects were entertaining and gave the atmosphere a special sort of 'kick', and it's just really darn cool sometimes (namely Level 28, 33, and some others I can't think of right away).

Simply put, even with its imperfections, SkullFace is a project you have every right to feel super proud of.

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Greg-Anims responds:

Awesome review, i really appreciate it!


Rated 4.5 / 5 stars

I know it's been said, and will continue to be said, but this game feels a lot like Super Meat Boy, but just not the same. I like it, but the controls aren't quite precise enough to deliver the exactness that Meat Boy gives. It being not quite as fast makes it easier to ignore that fact, but they just don't feel quite... Well, right. I like the game a lot, and I know I'm judging based on one of the pinnacles of the genre, but hey, you judge based on what you know.

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Rated 5 / 5 stars

can i just say: thank you? you know, for this beautiful game!?