by Noyb » Thu Dec 22, 2011 1:14 pm
I love the aesthetics, but the level design ethos you've chosen is very frustrating!
I tend to appreciate platform games that let me jump a few frames after I've technically fallen off. Definitely important here since your level design asks the player to often jump near the extremes (which I'm not a fan of).
Stopped at level 3. Found it to be quite painful. Lots of back and forth repetition with many, many chances to make a mistake. Difference between successful tap-jump and killing either the cat or a piglet is miniscule for my reaction time. For my subjective play session this weary morning, it was functionally random. I'd play around with waiting a longer time before transitioning from the minimum jump height on a tap to scaling to the max jump height. I'm also not a fan of preceding challenges with relatively long easy parts. The time it takes to replay those segments add up over many deaths!
There's potential here, but as it stands the level design is really unfriendly to the player, especially with the current platform physics.