I don't think the level design is too hard, but I would love if there was some sort of a mid-way checkpoint. It is frustrating having to repeat all the very basic jumping challenges before you can return to the part you are having trouble with.
Thanks for your feedback. We are still thinking about how to make it more player-friendly, i.e. less punishing. Shorter level, easier level, easier controls (not to have to slow down during a jump might be too hard?) etc. But we so far think that those changes would all destroy the overall concept of the game. A mid-way checkpoint could be a great idea though. So maybe if you don't make it all the way to the end of the level, you and your doppelganger get respawned mid-way, if you (or him) have already been there and if that's still to hard you get incrementally respawned closer to the end of the level, automatically "saving" every successful jump you make? :-)
Really cool game, good job! It was pretty addicting, I played it for quite a while.
A couple of comments I had:
- I have no gripe with the level being hard, but it would be cool if the doppelganger persisted for more than just the next one life. Iow, if doppelganger would always be the "best" run you have completed overall instead of only the last run.
- I also ran into a bug where the avatar and the doppelganger were both OK, but the game still thought I died in spots
Overall I love the idea of a running game like this
Fantastic! We're very happy that someone made it through the level. Thank you for your feedback and your bug report. We agree it's too punishing, as islemaster also mentioned, the doppelganger should always be there once he's unleashed. We are trying to reproduce the bug, but it seems like the doppelganger alter ego just has stronger suicidal tendencies than the player ego. I've also watched a friend play and how his doppelganger half-heartedly suddenly hopped into the abyss. Did that bug always happen in your case or did the doppelganger mainly run through the entire level?
Great, thanks! I'm not so keen on scores, level-ups and collecting coins on question mark boxes myself, but I get your point. I personally thought making the doppelganger fade a bit more every time he reappears would give a hint that something is advancing in some direction. Maybe it would even bring up the question what would happen if the doppelganger fades away entirely? :-) But so far most feedback we got was that people didn't even get to see the doppeganger once because the level is too hard. We are aiming to fix that.
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Nice game. I liked the music and ambience .
I don't think the level design is too hard, but I would love if there was some sort of a mid-way checkpoint. It is frustrating having to repeat all the very basic jumping challenges before you can return to the part you are having trouble with.
Thanks for your feedback. We are still thinking about how to make it more player-friendly, i.e. less punishing. Shorter level, easier level, easier controls (not to have to slow down during a jump might be too hard?) etc. But we so far think that those changes would all destroy the overall concept of the game. A mid-way checkpoint could be a great idea though. So maybe if you don't make it all the way to the end of the level, you and your doppelganger get respawned mid-way, if you (or him) have already been there and if that's still to hard you get incrementally respawned closer to the end of the level, automatically "saving" every successful jump you make? :-)
Really cool game, good job! It was pretty addicting, I played it for quite a while.
A couple of comments I had:
- I have no gripe with the level being hard, but it would be cool if the doppelganger persisted for more than just the next one life. Iow, if doppelganger would always be the "best" run you have completed overall instead of only the last run.
- I also ran into a bug where the avatar and the doppelganger were both OK, but the game still thought I died in spots
Overall I love the idea of a running game like this
Fantastic! We're very happy that someone made it through the level. Thank you for your feedback and your bug report. We agree it's too punishing, as islemaster also mentioned, the doppelganger should always be there once he's unleashed. We are trying to reproduce the bug, but it seems like the doppelganger alter ego just has stronger suicidal tendencies than the player ego. I've also watched a friend play and how his doppelganger half-heartedly suddenly hopped into the abyss. Did that bug always happen in your case or did the doppelganger mainly run through the entire level?
Nice art man!
Just a tip, try including some score in order to give the player a wish to play again! Besides that, it's pretty amazing!
Great, thanks! I'm not so keen on scores, level-ups and collecting coins on question mark boxes myself, but I get your point. I personally thought making the doppelganger fade a bit more every time he reappears would give a hint that something is advancing in some direction. Maybe it would even bring up the question what would happen if the doppelganger fades away entirely? :-) But so far most feedback we got was that people didn't even get to see the doppeganger once because the level is too hard. We are aiming to fix that.