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Really well made game, although maybe a little bit boring at times. The controls are nice and responsive and the short story with a dark twist is a nice addition.

I would maybe like to see more puzzle-like climbing - at the time you mostly just climb up, maybe some not so linear paths would be awesome for future game. Also is the fog effect intentional or as an optimisation? Because I think the game would look stunning without it.

Overall, short and sweet game, perfect for couple of free minutes in the evening. <3

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I noticed that at the top the fog is reduced by a lot, so I'm guessing it's to fit with the atmosphere, but I agree it would look pretty cool if it cleared a bit earlier.

"maybe some not so linear paths"
There is actually at least one part where there are two ways to go up, near the top you can either go up the island that leads to the grassy slide or directly up that goes past the "unwisely spent" paper and a dead tree. But yeah it would be cool to see more.

What would be really cool is if he made an open world type game with the same climbing mechanic, maybe even using pecdural generation for some of the land and a "puzzle piece" generation for climbable structures where some of them are harder to climb than others (have it so climbs for harder ones have a smaller room for error and less obvious paths) and some kind of reward at the top of each one that scales well with being able to repeat this.

Edit: the idea of this game but open world makes me think of Shadow of the Colossus in a way, just with structures instead of colossi and more of them (potential infinte if done well enough).

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I am exploring the idea of an open world game with this mechanic. Where you have to progressively climb more trecherous towers to kill more Tyranous kings.

An alternative is a level based one with a central hub (like Doom) + a level editor and ranks like Mario maker

Or perhaps something where you have to keep going higher to more difficult climbs, and somebody holds the world record as the king of the hill (or tower in this case...)

I have some thinking to do...

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Amazing! Definitely will look into that once it is finished. Keep up the good work!

Personally think the open world type works the best (totally unbias here) with the king of the tower one in second place (though you have to deal with the fact that it would probably be hard to deal with people cheating to become the K.O.T.T) and I think the level based one with hub would lose part of the charm that games you make like this have of being very real, though a level editor does sound rad.

"to kill more Tyranous kings." I don't know about that, at least if that is the only thing you do. What I think might be cool is that this world is pretty dim and dry like the lower part of "KtK.O.T.H." but after you get to the top of a tower you can let out the life giving water at the top (might be hard to have it pour water of the sides depending on how the tower is made though) and with it life returns to the land around it (and the fog/dust ,if there is any in the area, clears, though as Burace has said the fog kind of stops the player from seeing how cool the area is)

Maybe the area is overcast to start with and you can't see past the cloud layer that the towers go through, so you can still see a lot, but it's dim and you can't see all of the tower till you clear it. Just imagine getting to the half way point, maybe two thirds up, and passing the cloud layer to see a bright clear sky, and once you clear the whole tower you can see that bright sky from the ground around the tower.

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Hmmm. You've given me a lot to think about... I like the shadow of collosus + restoring water to the land that was horded by a tyrant idea. It's a simple reason to build many levels, but around an overworld map. Might be a bit ambitious though - since an open world demands a lot more tech, and I am one person.

Also just FYI, the killing of the king is supposed to be like the flag at the end of old mario levels. Just a satisfying finish-line ritual - but everyone was expecting a boss fight it seems :P

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Oh I wasn't expecting a boss fight, since there wasn't any combat anywhere else in the game.

Since it just felt a bit less polished since the platforms look a lot better than the sprite stuff and with the more shadow of collosus aspect it feels like a more lonely world (no kings, just towers) would fit better. Also a cool sequence of gears or mechanical parts moving to release the water could also be really satifying and a bit cinematic too.

Oh also it seems the game Hatch he made has a lot less fog, haven't played it since it costs three dollars but I think it just depends on the situation if he does fog or not.

Fog is just atmospheric as Edit pointed out, I kept it to obfuscate the fact that there isn't much terrain  besides what you interact with :P

I'm exploring the idea of making a puzzle-like climbing game. Ripe for speed-running and all. Definitely will build on this mechanic, since it's near and dear to me.

If you want a bit more of a challenge, you can hunt the 4 notes. They are in harder to reach areas :)

I just realized that the fog also helps to hide the notes too, you have to really pay attention to any odd cliff you don't remember climbing to to find one of the notes, but very satisfying to find it.

Oh and I think you miss counted the number of notes. ;)

https://www.youtube.com/watch?v=Biq6Gy1lWH8&feature=youtu.be

PACK YOUR BAGS WERE ABOUT TO CLIMB
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I like it!

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Very fun, tight and clean, also clever for that little bit.

I really look forward to anything more you add to the game or any game you make that has simularly cool movment.

Only part I noticed a problem was that if you were on the corner wall it messed you up and won't let you get up an edge.

Also it might be cool if you could climb around an edge (as long as it isn't too sharp)

SPOILERS AHEAD

I so knew it, when I saw something past the "target" I knew some kind of twist was coming and the text it reads if you check it out first before getting "a head" confrimed it.

Also the reveal of the name still caught me off guard.

Edit: I forgot to mention that I really liked how you both didn't let people off easy for jumping too late and that the hands and picks aren't stuck to the screen and instead down where it should be. (Looked a little low, idk)

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The first game I have downloaded from this platform, truly an amazing experience, it's so short but yet so immersive, I finished in like 20 minutes and enjoyed every part of it and recommended it to my friends, and the ambience?

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I really liked the game. The movement is smooth, the weird enviroment combined with the surreal music was amazing. The atmosphere really reminded me of when I used to look at the gaint alien structures in EVE Divine Cybermancy. Great job!

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This was a lot of fun! The dystopian atmosphere was great, but it's the gameplay that shines.

Even when it seemed impossible scaling certain areas(that one corner), it's so satisfying when you get past it. Well done dev!

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This is probably going to sound wacko to obsess about but I can't even begin to describe how much I appreciate how you/your team handled the stamina gauge.  So many games will punish you for running and although that may be realistic, it is not fun at all.  The fact that the only thing I have to worry about is how high I can climb was amazing and really sold me.  I hope you make more of this :)

I actually specifically did NOT want stamina when running, I hate that too - it's pointless, it just slows down gameplay for no reason :P

I'm glad you appreciated it, and enjoyed the game :)

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very cool game. i'm one of those weird people who actually like first-person platforming, so seeing it done so well here was a treat. i also very much appreciate the lack of a pixel filter that's so prevalent in these lo-fi style games. is hatch similar to this? i'd love to play a full game based on this concept

I'm glad you liked it! Hatch is similar, but without the picks. In Hatch, you climb up angled walls (even slight angles). So it's less clear what's climbable, but you get the hang of it as you go up.

I'm exploring the idea of a full game in this style, so thanks for the encouraging words :)

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Gameplay Will Be Available At 9:45 AM EST.

This Was The Most Fun Climbing I've Played YET... Please add More Levels... Please update me when more levels are added or an update @SirWinnyYT (Twitter) 

Great Job! (Perfect!) 

I liked it

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I crave more challenge when I climb!

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Challenge accepted

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Great game. I saw a part of the map that I could not get access to, is that some part of a add on to this game, or did I just miss something vital? Anyway, keep up the good work, you just a got a follower!

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If you got to the top, it was not vital.

But there are a few secret notes lying around :)

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Great as always, nice to see you develop and refine your own unique style over time.

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Hey man, I got a chance to play your game and I thought it was really well made. Simplistic, but very well optimized. Unfortunately I was quite tired while I was playing it, or I would have recorded a video for it. So if one day you make a hard difficult rage game like this, please let me know because I would love to record a video for it!

Definitely a rage game if you're not used to FPS controls. I'll note it in the future :P

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O no man, I didn't think the game was hard. I meant if you make a whole other game, you should considered a rage game with the same mechanics.

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Ah ok. You're the second person to suggest making it harder... hmmmmmmmmmmmmmmm

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Rubeki I will call you the speedrunner of making games

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