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1075879 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:26:25 PM
TIGSource ForumsFeedbackPlaytestingDipidid - Atmospheic Platformer
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Author Topic: Dipidid - Atmospheic Platformer  (Read 258 times)
Beanallean
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« on: March 08, 2014, 02:39:20 PM »








Description

Dipidid is a smooth platformer created in an atmospheric world of randomly fading, glowing, and shining levels. Expect: jumping, falling, screen-wrapping, dying, and duplicate player characters.

If you liked any of my other games, you'll probably like this too. Features 30 levels throughout 3 worlds.

Controls:

Arrow Keys - Move
Z - Jump
Escape - Close


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Comments of praise and/or criticism are greatly appreciated.









« Last Edit: March 08, 2014, 09:03:07 PM by Beanallean » Logged
Xienen
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« Reply #1 on: March 12, 2014, 06:20:33 AM »

It's a cool little game.  Movement is very floaty, which is atypical of platformers, but there's certainly nothing wrong with that...just something players have to get used to.  The difficulty definitely spikes once it goes to a scrolling world, but there are definitely a number of gamers that will welcome that challenge.  My only suggestion, if the game is meant to be one of the very difficult games, would be to get to the really difficult levels a little sooner.  I'm not a fan of those really hard games, but I found myself blasting through the first 6 or 7 levels using a keyboard, then struggled a little with the last non-scrolling level before failing miserably over and over on that first scrolling level.  I know you're trying to teach the mechanics, but for those very hard games, your target market is hardcore gamers who don't need a long intro into a platformer with wrapping, double jump, wall jump, etc.  Combine the teaching of those mechanics into a single level or perhaps 2 and get to the challenge.

Honestly, though, I may just be nitpicking and it could be completely fine as is =)
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Beanallean
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« Reply #2 on: March 12, 2014, 03:16:20 PM »

It's a cool little game.  Movement is very floaty, which is atypical of platformers, but there's certainly nothing wrong with that...just something players have to get used to.  The difficulty definitely spikes once it goes to a scrolling world, but there are definitely a number of gamers that will welcome that challenge.  My only suggestion, if the game is meant to be one of the very difficult games, would be to get to the really difficult levels a little sooner.  I'm not a fan of those really hard games, but I found myself blasting through the first 6 or 7 levels using a keyboard, then struggled a little with the last non-scrolling level before failing miserably over and over on that first scrolling level.  I know you're trying to teach the mechanics, but for those very hard games, your target market is hardcore gamers who don't need a long intro into a platformer with wrapping, double jump, wall jump, etc.  Combine the teaching of those mechanics into a single level or perhaps 2 and get to the challenge.

Honestly, though, I may just be nitpicking and it could be completely fine as is =)

I'm not sure I'd call it a hardcore platformer. I mean it's tough at parts, but it's no super meat boy. I was trying to make it playable for a newbie while still keeping it enjoyable for someone more familiar with the genre.

But either way thanks for the comment! It's refreshing to see someone say anything at all about this game after it getting 0 replies for 4 days.
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