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Kajenx
Lucas Paakh @Kajenx

Age 36, Male

Demiurge

Behind you.

Joined on 12/1/06

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I didn't find it as difficult to get to the ending as people are saying... i did press B then space (or enter?) frequently though. Quick restart option would be nice

The game has comfortable controls, but I think it can be improved:
- The naked alien premise is hilarious, but the game mechanics do nothing with it. Sly has the graceful movements of a fox. The alien just jumps? No special tricks? I was hoping the enemies would be prudes, and the alien could absentmindedly moon them.
- Conserving movements is not a very interesting goal. It's better as a side quest, something you try to earn after you finish all levels.

Just to pitch my two cents in: I rather enjoy traditional platformers, and I have always enjoyed the way your games play and feel, there is a certain ambiance to them. The are great casual games.

This game is different however. It is still pretty, but the controls feel funky. Usually in traditional platformers, the jump height is modified by reducing gravity/deceleration while the jump key is pressed, and when you get used to it, you can be highly precise and still move quickly with that system. This one feels more like you press the jump button and your character just floats upwards, then falls quickly at the end of the jump.

I am also not a fan of conserving movements as a goal (since it discourages exploration), and it would be cool if I could just casually play through ignoring the system (or if there was some other alternate goals, like kill all the enemies or collect all the flag pieces etc).

Oops, I should clarify: the jump system in this does reduce the decel on jumping, but it just feels like the character jumps with anti gravity, then the anti gravity wears out, and he plummets back to the planet.

Also, the movement conservation system is based on button presses, not net movement. In some of the levels, there are your signature false walls, and it is hard to explore if you are penalized when you can't even see your character :P

Great game! ^^

You shouldn't restrict an exploration game with a time limit that kills your character. Music and graphics look like this is a relaxing Zen game. But when the timer of doom kills your nude fellow, you realize that it's actually some kind of timing race. So from this point the gameplay looks like this: you follow the arrows to get to the end as soon as possible, no time to enjoy extraterrestrial landscape, just get to the end before you die, while relaxing music tries to make you Zen (which is evil:).

Conclusion. The tone of your game doesn't match the gameplay.

Solution. Firstly, you should decide what you are making: a timing race or an exploration game. If it's a timing race change the music to techno or something more appropriate. If it's an exploration game, remove the timer and the arrows and when the player completes the level, add a timer mode for this level. In this mode the player should complete the level within the time limit for some extra points or stuff. Do not add the direction arrows for this mode. It will make this mode more hardcore and more fun.

These are the simple solutions. If you have the steam to make major changes, make the world richer. Add some fun alien landscapes and plants, make it interesting to explore. This is important only if you decide to go with a Zen game. In case of time race, complete it as soon as possible and move on to another game.

Good Luck.

Charming and smooth game with great graphics, music, and animation.

Game mechanics worked very well together, and the point-to-unlock system was neat as well. The music did get old though, especially as there was a lock system and a changing color schema so I expected new music. The voicing was nicely done, though I'm personally not a fan of the disgruntled gurgle he makes.

The flag-raising gets a little tedious. I noticed that it was fairly quick and as soon as the flag was raised, the level ended and there was no needless delay, but either make it more flashy and worth watching or just cut it altogether. Even with this quickness it still was irritating.

Having a semi-interesting but rapidly tedious flag over and over is just a design choice I'm calling into question at this point.

Regarding puzzles: I feel like a lot of puzzles were more based on a fetch element that true puzzling: that is, you get a power up, and use that to find another power up. There's a general feel that the puzzles are contrived and not scaled up appropriately. The star platform triple tower for example had some coolness factor to it. I could see switch puzzles, or luring enemies by ground pounding at appropriate times to fall with you as puzzle elements. Instead, what I got were lots of fetching, which while it isn't bad, is also not very inspiring.

The boss fight was definitely a highlight. Wish more bosses existed as well.

Played about half way through, will try to be constructive.

Good intro about nudist alien but didn't seem to matter for gameplay. Story might as well have been about a 7-limbed alien that crash landed and lost 5 of his arms and has to kill birds in order to grow them back. Feels like a bait/switch where thinking nudist alien => alien sex but instead nudist alien => step on birds and avoid spikes. Which also made me think, why flag raising? Make him jump into a tub of lotion with hot babes or a teleportation pod something at the end of the level.

Change the time system to HP system so that it's hp that's draining. It can be a bar or sections of a heart or even keep the numbers but have it labeled as "life" or 'skin moisture" or something. Along the lines, music is too laid back for a timed game. I tried playing it with sound/music off and playing some generic dubstep in the background and game felt a lot better.

Powerups only being used once and losing it is really annoying. I would miss a landing for stomp or double jump and have to go back just to get the powerup again and end up missing again a few times. Make the powerups something you keep once earned by unlocking the next node or maybe have a point system and trade in for points so that with the powerups you can go back to earlier levels and finish them faster for more points. Also pls include some sort of attack in the powerups like shoot lasers out eyes/tentacles or a gun or spin like sonic or a sword, or if you want to keep focus on evading/stomping enemies add a dash or slither or evade powerup.

Birds look a bit bulky and gimmicky. The purple one was fine since it's flying, but then suddenly there's a jumping one, an invincible spinning one, a flat head for platform, spitting green at me, etc. Should have the enemies be or do something in the theme of the alien being naked, like they're all clothed and when the alien stomps them he knocks off their clothes and they run away.

Spikes should be lava, dirty water, acid, or such things. And include safe points where you can recharge time/health like a lotion tub, pool of water, etc. Personally I think if you have a massage parlor would be funny.

Alien feels like he should be moving faster. Currently it feels like he's just taking a stroll while times running out. Also it feels like he should be able to float and glide, maybe have as powerups.