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rated 3.34 / 5 stars
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Action - Platformer - Puzzle

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Credits & Info

Mar 29, 2014 | 1:09 AM EDT

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Author Comments

Edit: Thank you guys for the feedback. I plan on redoing the game in the near future to make it better

Run(or briskly walk), jump, and cut and paste the environment to complete your first assignment at Intelle-tech.
esc- level select screen
r- reset level

For the Stencyl jam 2014.
The project was a bit rushed, but I hope you enjoy it. If there's any interest I'll remake it into a full-er game.

If you encounter any bugs let me know... knowing me there probably are some crawling around...

*I unlocked all the levels on the level select screen from the start to compensate for a last minute save bug.

Music from the wonderful "clocktower"



Rated 3 / 5 stars

You clearly have an original idea here. However, here's the problem: Execution.

You need to make some cleaner levels, here. There seems to be a mess of sprites wherever you go, and your tiny man doesn't seem to have any... character. Look up Red Rogue for a fantastic way to do minimalist art, that's what you need - if, for example, you textured everything to look like a legal document that would be incredibly interesting. For example, having the ground be words (wrapped by a box for visibility's sake) and literally cut the words in half and put them somewhere else.

In other words, keep a small pallet.

Also, stick to your guns. The first level should pretty much introduce cutting and pasting. Not jab it right in your stomach, but you NEED to distinguish yourself here.

Anyways, good idea, sub-par execution. An alright package.

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MiscEtc responds:

Thank you for the feedback, squidly! I realize I have plenty of room for improvement, and feedback like this is very helpful. I'll keep what you said in mind in the future.


Rated 4.5 / 5 stars

very nicely done, but damn that alarm clock thing charging at me was quite scary for the first time.

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MiscEtc responds:

Thanks! To be honest, I had the same reaction to the clock enemy when I first tested the enemy type. I wanted the enemies to feel more threatening and agressive than the stereotypical, docil, goomba like patrollers.