Vertigo Trailer

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
/me gets excited
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Fun, but I gave up at the lava level with the "bridge the gap" hint (does it say level somewhere? escape didn't bring up a menu...). That level ended up with too much tedious jumping and not enough flipping.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I have heard of this and it did sound good.
 

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
It seems people have been complaining about the controls. While this isn't unexpected, it brings up a pet peeve of mine: lack of playtesting.
There's testing, and there's playtesting. The difference is that one is mostly just used to see if the game is functional/ to find bugs, whereas the other is to see if it's actually FUN. One of the main things that should be noticed in these is whether a game is too easy/hard, so if it isn't just QQers QQing, then you might like to try this. So basically, if you aren't using playtesting with reiteration, I suggest you read this.
Also, do NOT playtest it primarily by yourself. Chances are, you've done and redone it several times and will find it much, much easier than anyone else upon their first try of the polished level, and thus will tend to end up with you making it harder than it actually is (sorry if you already knew this and/or it's obvious, I'm just trying to avoid assuming you know this stuff). For example, see this and this.

If anyone doesn't like this, and says something like "GTFO", could they please note that my criticism is actually constructive. And then GTFO.

That said, here's a few things I noticed about your game, although it is fairly fun (also, personal opinion, your mileage may vary):

1. The "Spike balls" on the second world (ice wall) are fairly nondescript, and don't stand out. Even when I died, the main reason I noticed what it was was because of the (rather helpful) skull-with-arrow thing on the wall below, which didn't stand out much either, although more than the little balls. Next time, make them contrast with the environment a bunch more, or make them more glaringly obvious, please.

2. The levels are fairly basic, although somewhat fiddly (as several people have mentioned). Instead of having to repeat the first parts of the level endlessly, some feature like a "redo" or something that lets you do what you did last time (and letting you stop halfway through too, obviously) would have been nice. After all, it ain't exactly rocket surgery.

Also, I think a problem is that it's a bit too "pixel perfect", unless the game's expected to be "hardcore" (and I mean as in "you'll be repeating this over and over" hardcore, not "the opposite of casual" hardcore), which to be honest isn't exactly that great of an idea. I pretty much work out how to do the levels in the first try, but then I end up repeating it several times over, trying to get the timing right.



EDIT: By the way, where'd you get the music?
 
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