First time : 248
Second time : 35
First time : 248
Second time : 35
100% the game in 403 death. It is a good game for what it is but It could have some fine tuning to be more accessible as a puzzle platformer for people with bad timing rather than rage game. Like :
1- Putting a gauge or a music beat which indicates when a dot is going to be spawned. People will have a better sense of timing this way or learn to have a better sense of timing . (Yeah turning the game into rhythm one)
2- Calming BGM rather than stressful one (It might be a subjective taste in music). I know that this might sound counter intuitive but music can motivate people to continue the game by decreasing stress level.
3-Removing the guess work on where the coin will spawn after picking up the key. (First death on screen might be unfair sometimes.)
There is a strange difficulty curve in the game. Collecting the coins in some of beginning level are sometimes harder than the later level because there is a lack in backtracking in some of the last levels but I think they might be a reason!
There is a potential for more platforming/routing challenge but I'm not sure if I would like them added XD.
Btw I like that the dots don't start spawning before the player moves.
I would buy this if it were available on Steam.
Not what I would call a rage game.
It's a fun and kind of creepy puzzle platformer.
I only have a handful of complaints to disclose:
(1) The out of place death sound.
When every other sound in the game are 8-Bit bips and blips so it's kind of jarring and immersion breaking to hear a random low-quality (but still realistic) grunt every time you die.
(2) The controls.
Whether intentional or not, the controls in this game seem to seize up at moments and overall seem very tank like and slow. Blue Boy has an acceptable jump height that can be adjust via how hard or lightly the Up arrow is pressed. While the implementation of such a feature was noble, it doesn't translate very well to keyboard controls in my opinion. Because of this, I often found myself jumping way too high and bumping a droplet when I never intended to. This frustration was amplified tenfold when the fire was introduced. Far too often I would die from the game deciding I wanted full jump height when I tapped the Up Arrow instead of a small hop.
(3) Deceptive level design. Probably the worst level in this game is Level 11 for the simple reason of deception. Without a shadow of doubt the most deaths I suffered happened there simply because of the deception of distance. The distance from one upper platform to a lower one is so close you would be forgiven for thinking you could control your fall and save yourself by landing there... but nope.
The hitboxes on either Blue Boy or the platforms or maybe both at the same time are so big combined with the fact that Blue Boy drops like a stone very easily and cruelly tricks the player into, as I said before, thinking they could maybe save their self by landing on a platform below.
So say, on Level 11 as I was speaking of, I hop over to the coin on the left and grab it. What do I do next? Well, I fall to the wall-mounted platform just before the landing where the coin sits. Then what? Any other 2D platformer would dictate that I could run from the wallside platform and use the momentum to land on the lower platform and continue on my merry way but not here. Here I have to first jump back up to the next upper platform over from where the wallside platform is. Now can I make that momentum fall and reach the platform? Still no, I have to do a short bunny hop to land it, otherwise the game will completely ignore my trying to move onto the platform below as I fall and I end up falling right into the fire instead of landing on the platform.
Challenging design is one thing, but the hitboxes and gravity being seemingly deliberately set like that just seems cruel. It takes the more of the challenge of having the skill to beat the levels away and in it's place has the challenge of getting used to the flawed physics of the game.
I would say other than that this game is pretty solid. One more thing for the road, I started trying to collect all the coins but gave up about half way through when the mechanics of the game and level design left me with no explanation as to how getting some of the coins was even possible. If I may make a suggestion, I would only have the droplets be spawned by movement.
If not by default then implementation as a difficulty option would work as well.
I was impressed at how challenging this was. I had no idea how I was dying at first. I mean, it seemed like I died just by standing still. That actually happens! You always leave a dot behind that can kill you. That gets annoying.
It's still quite unique. I can always appreciate that. It may have been too simplistic. I can see why it's popular. Happy Halloween 2019!
650 deaths, with bonus.