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Reviews for "Teleporter man Alpha.01"

Controls not too far from unplayable

The gameplay concept reminds a bit of My First Quantum Translocator, though there are differences. My main complaint is (as with others) how the movement feels. Walking should be a bit faster and the jump should reach farther, so that I don't have to be worried every time I encounter a gap of 2 tiles. Also, I'd like to see more puzzling and less ordinary platforming with annoying enemies. This concept has potential, though. :)

ehhhhhhhhhhhhhhhhhhhhhh

eeeehhhhhhhhhhhhhhhhhhhhhhh kinda boring but guld concept

Nice concept

I liked the idea here, but I found that I often lost lots of my lives at once because I was miss a jump, respawn, and immediately fall again because I was still holding the button. I'm not sure how to fix that in a way that wouldn't be annoying. One idea would be to prevent moving for a second or so immediately after the respawn, but that would probably be pretty annoying. Another might be to lengthen the time it takes to die and respawn, just so I have time to get my finger off the arrow key but without feeling like I should be able to move.

As some others have commented, the controls feel a bit clunky... Slow movement and short jumps are a major cause of that, I believe.

Potential

Yes, still in alpha. Momentum, as mentioned, would be nice. A nice start, but checkpoints would be a nice option, especially for certain repetitive puzzles.

Unforgiving but otherwise good

The implementation of enemies adds an unnecessary level of difficulty to this. The controls are already a little clunky, considering that there was no attempt made to implement physics concepts like momentum. Add in the fact that you start over at the beginning of the level if you happen to die to one of these haphazardly-created enemies, and this game is a painful exercise in tenacity and not much else.

I have to give you credit on your use of sound effects, as they are really quite nice in a minimalistic way. However, the controls need improvement, and the enemies are best left to a challenge mode if you aren't going to add in checkpoints.