True, sometimes u don't have enough room to run so u can jump higher. All in all the controls are just a tad slippery but this is a GREAT game!
Hi beta testers, a new build is available at the same link as before. Added a new level. Fixed a bug in the checkpoint switch. Made the instructions screen appear every time you choose a new level and used "flick" as the terminology for moving around. I also added a double jump capability to try out. I personally think it makes the game way too easy, but you guys know best. All the levels so far can be beaten without using double jump at all. Also, now when you come to the last level the game will show you a few stats instead of just crashing. Designing the levels is taking more time than I thought (or at least hoped) it would, so it may be a few days before I have a new build ready, but I definitely want to hear any thoughts you have in the mean time. Especially let me know about any bugs you find. I know that moving platforms are a little buggy. I'm working on fixing that.
Hi guys, new beta at the same link. 4 levels now. Making the levels is taking forever, and... I'm completely broke. So what I've decided to do is put the game on the App Store with just those 4 levels at first, priced at $0.99, and hopefully make a little money. Later on I can add new levels. What's in this latest beta is what I plan to submit to Apple tomorrow. If the beta testers will give it a full playthrough from the beginning and let me know any final ideas, bugs, etc, I would appreciate it. I left the ability to double jump in, but I'm planning to take it out when I submit, unless you guys really think I shouldn't? Also I was wondering if the controls got more natural for you as you played the game more? I'm going to upload a video of me playing it so we can see if we use the controls differently.
Sorry I'm in Talahassee FL without my computer! I'll have to sit this build out until tomorrow night! Sorry!
Haha, OK, I'll wait. I think you're the only one out of the half dozen I had to test that is actually keeping up with it. ...I guess I should PM them instead of just expecting that they'll see this thread.
nah i saw the thread, my computer's power supply is messed up and i can't buy new capacitors to fix it so i can sync the build till monday
double jump might help, but i really dont think slide controls work well at all (didnt even finish the first level). i'll see if double jump helps.
OK, I definitely have to make a video showing me playing then... Apparently no one on the forum got the controls, but all my friends have picked them up really quickly.
Looks really neat!! I'll most likely try this game out! Any idea of a release date? Also, out of curiosity, what graphic engine did you use to make this game?
I've not submitted it yet... Still tweaking a couple of things. In fact, I've got another beta up with a settings screen where you can turn a few things (including double jump) on and off if the testers want to try it. I wish I knew a better way to word the instructions for the controls. One thing I didn't point out is that holding down jump instead of just tapping makes you jump higher. Does knowing that make it easier to play? I built my own engine for the game. Someday I'd like to clean it up and release it for other people to use.
Didn't reaLIZE there was another when I downloaded, so I guess I just missed last build... sorry Well, this is turning into a GREAT game! 100% first 2 levels on latest build! No bugs so far! I'll keep going! I can comfirm that checkpointing, then going to another, then coming back works! I love the secrets placed at the very beginings! HINT TO OTHER TESTERS: go left at start! EDIT: Oh and holding DOES help! Thanks! But leave Double Jump, it's REALLY useful if u almost fall in the purple watery stuff!
Hey Raleigh I had sent you a PM a while ago when you were accepting beta testers. Did you ever get it?
Make wall-jumps avaible!!! Every platformer NEEDS to have wall jumps! It's the first rule in the book!
whew that was fun, a challenge to make precise jumps ^.^ like the inverted controls button because w/o it i was like wtf am i doing, i think you should keep double jump, saved me a couple of times
Thanks for the feedback! I'm leaving double jump turned on by default. Also, I'll add instructions for holding down to jump higher. I guess I need to come up with detailed instructions for the app description too. You guys that have gotten more used to playing it, how would you explain it? Yeah I got it. I should have replied, sorry. By the time I got your PM (and a couple other peoples') I had already created the provisioning profile and I didn't want to use any more UDID slots. Maybe you can test the next game I make though... Yeah I know! At one time I was working on wall jump, but I just couldn't get it to feel right. If I can figure it out maybe I'll put it in an update. One more thing... I'm trying to think of good ways to reward the player for completing the game. Any ideas? One thing I was thinking about was a time trial mode with OpenFeint leaderboards that gets unlocked once you collect all the coins and chests. I won't have time to put it in this first release, but hopefully in an update. Thanks again for the feedback.