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2nd Cycle

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LEFT and RIGHT Arrows => run
SPACE or V => jump
+ and - => volume
R => restart game

This game controls slightly different comparing to most platformers, so to take better control of your jumping, remember that you can only charge it up while touching the ground. Take your time and calculate your jumps.

This game was created as my final (solo) college project, developed during my last semester at ESAP in Porto, Portugal, in Design and Multimedia Communication.

I started out this project knowing close to nothing regarding practical game programming knowledge. A lot of theoretical knowledge from years and years of playing and studying games, but nothing else. While I'm content with the result, even if I would still like to fix some issues here and there, I've already spent way to much hours and brain cells than I probably should on this, and its time to move on to new ventures.
From the start it was meant to be a very short, condensed experience that one could finish in minutes, so I could not only be able to finish on the time frame it was given, but also to be more easily digestible for the player. This will probably take 5 minutes of your day, more or less.

A huge thank you to all my family and friends that helped me from start to end, as well as the users over at Kotaku, Penny Arcade and Flixel forums.
Also a big thanks to Flixel, Photon Storm, DAME, and FlashDevelop for providing great free software and documentation.

Any questions or issues you may have found, please contact me directly through here or twitter @Gaszp.
Thanks for playing!

UPDATE1: shortly after release I've started receiving reports from some users that the game's framerate is low to the point of messing up the jumping mechanic. I'm still trying to figure why it is happening to only a segment of all players, wish is specially hard since on all computers I've tested the game there were no such issues. For now I've re uploaded the game with some optimization changes.

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the jumping is sloppy. but it´s possible.

Well.. she was definitely the spark that will light the fire that will burn the first order down.

Also for all those having trouble with jumping mechanic, what I found that was missing from instructions ...
the unseen jump power value only builds up when you press V whilst on the ground. If you hold v even 1 frame before landing you need to let go (causing a small jump, wait until landed properly) and hold down again to start your build up properly.
This is why you might be holding down for a long time and then let go and have only the default small jump

The other curious thing is if you die whilst holding V the buildup continues after death without a hold down. So pressing V will trigger a large jump.

When you play around those unusual mechanics it makes a lot more sense. Those mechanics make it harder, I doubt they were intentional but they actually make the jump mechanic stand out as different and more challenging than other games so I'm gonna three-and a half star it for its point of difference plus its visually appealing design.

I liked that there was no heavy handed message but I missed that there was very little story at all and couldn't grasp the hidden meaning behind the story... I think she is a seed the impregnates a glow-egg right?
Ones for the suggestion box, even one line somewhere at the start to create some kind of investment in the running character and also... build the idea of the game around the awkward mechanic of the jump cycle to make it intentional and incorporate it in to the game.

I can't give a proper rating to this game, due to really bad jumping mechanics, is just bad and it need to be changed or something, it makes jumping a nightmare, sometimes it even feels like is luck based..

Was it on purpose that in the first area my character appears to be jumping to the building in the background and foreground?

Also.. I'm not the big fan of the jumping mechanic in this game... it feels wrong.

Uhhh... The fuck ?