The game of Continuity
December 1, 2009 8:01 PM Subscribe
Continuity, a tiled platform game. Flash required.
Use the arrow keys and the space bar.
Use the arrow keys and the space bar.
I agree (although also on Firefox) that the lack of a visual indicator makes this something I won't play further. I'm not interested in trial and error to find the solution.
posted by meinvt at 8:25 PM on December 1, 2009
posted by meinvt at 8:25 PM on December 1, 2009
Yeah, this is an absolutely fantastic concept that sadly doesn't live up to its potential. I was so disappointed when I realized that I had to make the tiles fit together like a jigsaw puzzle rather than being able to make each tile fit with every other one in any arrangement. I had visions of stacking tile A on top of tile B, jumping down from A to B to get the key, then moving A below B, and finally jumping down from B to A to unlock the door. After anticipating those sorts of Portal-esque possibilities, the limitations of the actual product felt really tragic.
Still pretty great work, though. And the one-button+arrows interface is genius.
posted by eggplantplacebo at 8:25 PM on December 1, 2009
Still pretty great work, though. And the one-button+arrows interface is genius.
posted by eggplantplacebo at 8:25 PM on December 1, 2009
I like the dynamic of having to match up the edges to make a seamless path-- it added a lot of confusion and challenge.
However, I gave up as soon as they were like HAI GUESS WHAT U NEED 2 KEYS NOW
posted by shakespeherian at 8:28 PM on December 1, 2009
However, I gave up as soon as they were like HAI GUESS WHAT U NEED 2 KEYS NOW
posted by shakespeherian at 8:28 PM on December 1, 2009
What Malor said.
The basic platform game inside a tile-shifting game conceit is cute - and could be great - but here there seems to be no logic to when you can and cannot move from tile to tile, even if it looks like you can, which is really annoying. The colour scheme has nothing to do with it.
I'm also on Firefox.
Is there some extra cue that non-Firefox users get?
posted by motty at 8:28 PM on December 1, 2009
The basic platform game inside a tile-shifting game conceit is cute - and could be great - but here there seems to be no logic to when you can and cannot move from tile to tile, even if it looks like you can, which is really annoying. The colour scheme has nothing to do with it.
I'm also on Firefox.
Is there some extra cue that non-Firefox users get?
posted by motty at 8:28 PM on December 1, 2009
I MEAN 3 KEYS KTHX
posted by shakespeherian at 8:29 PM on December 1, 2009
posted by shakespeherian at 8:29 PM on December 1, 2009
motty, you have to ensure that the entire edges of the tiles match up, black-to-black and white-to-white.
posted by shakespeherian at 8:30 PM on December 1, 2009
posted by shakespeherian at 8:30 PM on December 1, 2009
Cheers, shakespeherian. Seems to make sense now.
(Not actually having fun yet. I think I got spoiled by 'The Company Of Myself' the other day.)
posted by motty at 8:42 PM on December 1, 2009
(Not actually having fun yet. I think I got spoiled by 'The Company Of Myself' the other day.)
posted by motty at 8:42 PM on December 1, 2009
This needs the obligatory "Your gradschool project infuriates me." statement.
posted by msbutah at 8:56 PM on December 1, 2009
posted by msbutah at 8:56 PM on December 1, 2009
This was a ton of fun, but the whole, "and now, multiple keys" thing really made me wish there was an indicator of any sort that let me know how close I was to completion. Was I 12/20? 12/120? Definitely cool, but a lack of visible end made me quit.
posted by explosion at 9:02 PM on December 1, 2009
posted by explosion at 9:02 PM on December 1, 2009
What is everyone talking about? All that happens for me is that the tiles move. I can move the empty space around the square, but that's it.
posted by Pope Guilty at 9:02 PM on December 1, 2009
posted by Pope Guilty at 9:02 PM on December 1, 2009
Oh, I found the spacebar. Yeah, neat concept.
posted by Pope Guilty at 9:12 PM on December 1, 2009
posted by Pope Guilty at 9:12 PM on December 1, 2009
Using Firefox and it keeps freezing up after several levels.
posted by charlesminus at 9:17 PM on December 1, 2009
posted by charlesminus at 9:17 PM on December 1, 2009
I use Firefox and never had any problems. hm
posted by alligatorman at 9:19 PM on December 1, 2009
posted by alligatorman at 9:19 PM on December 1, 2009
It crashed Firefox after I moved the tile twice. It works fine in Chrome, though, and it's a neat idea to boot.
posted by MidAtlantic at 9:47 PM on December 1, 2009
posted by MidAtlantic at 9:47 PM on December 1, 2009
I DON'T GET IT help? I even installed chrome - all I can do is move the "tiles" is that it? why? Like the music, thouigh.
posted by The Light Fantastic at 10:05 PM on December 1, 2009
posted by The Light Fantastic at 10:05 PM on December 1, 2009
TLF, hit spacebar.
posted by Pope Guilty at 10:20 PM on December 1, 2009
posted by Pope Guilty at 10:20 PM on December 1, 2009
I like the change in music when you zoom in and out. Combine it with Time Fcuk and puzzle greateness would be to the max. I love platform games with interesting environmental mechanics.
posted by Mister Cheese at 11:04 PM on December 1, 2009
posted by Mister Cheese at 11:04 PM on December 1, 2009
I'm really enjoying this game so far (pretty near the end), which is funny because I always disliked those tile moving games when I was a kid.
Very creative idea, well designed levels, and good puzzles. Not really sure why all the hate here.
posted by MetaMonkey at 12:34 AM on December 2, 2009
Very creative idea, well designed levels, and good puzzles. Not really sure why all the hate here.
posted by MetaMonkey at 12:34 AM on December 2, 2009
It would probably enhance the game if there were some sort of visual indicator when you have compatible tiles lined up - for example, by having the tiles in a darkened state when they don't match. Although the logic of not being able to run to a platform on the same level simply because the ceilings aren't level is... not logical. Otherwise, it's a nice twist. I'm sure some other developer will build a really compelling game based on this concept.
posted by le morte de bea arthur at 12:44 AM on December 2, 2009
posted by le morte de bea arthur at 12:44 AM on December 2, 2009
Am a crazy or is there no way to reach the door on this map (level 25 I think)?
posted by MetaMonkey at 1:51 AM on December 2, 2009
posted by MetaMonkey at 1:51 AM on December 2, 2009
The music is awesome.
posted by fire&wings at 3:36 AM on December 2, 2009
posted by fire&wings at 3:36 AM on December 2, 2009
MetaMonkey, it looks to me like you could run left into the next tile, then shift tiles so that you drop down through the tile you're in in the screencap, and then from there down into the tile with the door.
posted by shakespeherian at 5:04 AM on December 2, 2009
posted by shakespeherian at 5:04 AM on December 2, 2009
Or, if the one to the left and the tile you're in don't match vertically, switch tiles around so you can run into the one in the top left corner of that screencap and do the same thing.
posted by shakespeherian at 5:05 AM on December 2, 2009
posted by shakespeherian at 5:05 AM on December 2, 2009
I was so disappointed when I realized that I had to make the tiles fit together like a jigsaw puzzle rather than being able to make each tile fit with every other one in any arrangement.
Wouldn't that be awesome? I thought that's exactly how the game works in the very beginning, especially since it made so much sense - being able to match any two tiles together would have made this a much more creative and fun experience, but alas...
Still, pretty well made and an interesting concept to boot.
posted by wet-raspberry at 6:15 AM on December 2, 2009
Wouldn't that be awesome? I thought that's exactly how the game works in the very beginning, especially since it made so much sense - being able to match any two tiles together would have made this a much more creative and fun experience, but alas...
Still, pretty well made and an interesting concept to boot.
posted by wet-raspberry at 6:15 AM on December 2, 2009
Neat little game. Wish this post had more about who made it. One of the developers, Stefan Mikaelsson, has a game portfolio page describing two other games: The Million Dollar Heist (for xbox) and Megachile Pluto. The Continuity team seems to be calling itself Ragtime Games. I can't figure out what the "IDP09-7" designation means in the URL, but the same server has a IDP09-1, etc, that look like well fleshed out student projects in interaction design.
If you could just match any two tiles up, the game would be too easy. The requirement to establish continuity for the portal to open is what makes it a challenge. (Continuity, get it?) Given the number of people confused about this rule they should make it clearer. I like when games have no docs, so maybe show the continuity requirement by making the tile border flash or something.
posted by Nelson at 8:11 AM on December 2, 2009
If you could just match any two tiles up, the game would be too easy. The requirement to establish continuity for the portal to open is what makes it a challenge. (Continuity, get it?) Given the number of people confused about this rule they should make it clearer. I like when games have no docs, so maybe show the continuity requirement by making the tile border flash or something.
posted by Nelson at 8:11 AM on December 2, 2009
Ah, found it, IDP09 implies it's a project for the Swedish Interaction Design Project Exhibition, from May 2009. I love the Internet.
(Also, awesome Atari Adventure homage in level 3 of the game).
posted by Nelson at 8:14 AM on December 2, 2009
(Also, awesome Atari Adventure homage in level 3 of the game).
posted by Nelson at 8:14 AM on December 2, 2009
I was so disappointed when I realized that I had to make the tiles fit together like a jigsaw puzzle rather than being able to make each tile fit with every other one in any arrangement.
Wouldn't that be awesome? I thought that's exactly how the game works in the very beginning, especially since it made so much sense - being able to match any two tiles together would have made this a much more creative and fun experience, but alas...
I really don't understand this criticism. The need to align tile edges is precisely what makes the game. Once you've played through a fair portion of it you'll come across some very neatly designed levels which explore this mechanic well.
As Nelson said, all the difficulty and intrigue comes from the need for tiles to be aligned; it'd be easy and dull otherwise.
posted by MetaMonkey at 8:48 AM on December 2, 2009 [1 favorite]
Wouldn't that be awesome? I thought that's exactly how the game works in the very beginning, especially since it made so much sense - being able to match any two tiles together would have made this a much more creative and fun experience, but alas...
I really don't understand this criticism. The need to align tile edges is precisely what makes the game. Once you've played through a fair portion of it you'll come across some very neatly designed levels which explore this mechanic well.
As Nelson said, all the difficulty and intrigue comes from the need for tiles to be aligned; it'd be easy and dull otherwise.
posted by MetaMonkey at 8:48 AM on December 2, 2009 [1 favorite]
Is it just me or did they put in an introductory level that has key instructions between now and when it was first posted?
posted by Mister Cheese at 9:42 AM on December 2, 2009
posted by Mister Cheese at 9:42 AM on December 2, 2009
Wow, I'm fairly certain it took more time for people to come post "idunngettit this game sucks!" than to figure out the game mechanics, which with regards to lining up the tiles was pretty obvious since the game is called "Continuity." This thread makes me fear ever releasing a game to the public, since I usually regard people on the Blue as having a high mental caliber. Perhaps that actually leads to leads the to finicky, anxious outbursts of frustration - "If I don't understand the game, it must be flawed!"
[insert "Back in my day, games were hard...and we liked it!" tirade here]
posted by PostOfficeBuddy at 11:12 AM on December 2, 2009 [1 favorite]
[insert "Back in my day, games were hard...and we liked it!" tirade here]
posted by PostOfficeBuddy at 11:12 AM on December 2, 2009 [1 favorite]
Is it just me or did they put in an introductory level that has key instructions between now and when it was first posted?
Hm .. I don't notice any difference.
posted by alligatorman at 11:18 AM on December 2, 2009
Hm .. I don't notice any difference.
posted by alligatorman at 11:18 AM on December 2, 2009
Ah, at first I thought it was effectively just a single continuous level that happened to be sliced up, but it gets much more interesting about half way through.
I think it'd be worth the risk of confusing people to introduce more complexity earlier. There's potential for some great level design here.
posted by lucidium at 1:51 PM on December 2, 2009
I think it'd be worth the risk of confusing people to introduce more complexity earlier. There's potential for some great level design here.
posted by lucidium at 1:51 PM on December 2, 2009
fun game but too easy, need more umpf
posted by JeNeSaisQuoi at 2:29 PM on December 2, 2009
posted by JeNeSaisQuoi at 2:29 PM on December 2, 2009
That's a fair point, PostOfficeBuddy. I am a bit embarrassed that I didn't 'get it' straight away myself, as evidenced by my above posts. Obviously that's all entirely my problem; after 30+ years of gaming I am happy to admit that clearly I am becoming a bit senile and a lot slower than I used to be.
At the same time, while there is obviously a deliberately extreme minimalist aesthetic going on here, which is fine, it also still comes across to me as a bit of a work-in-progress, with a bunch of unanswered questions in terms of the extreme baldness of the interface.
Shouldn't the door change visually somehow when you get all the keys and the door is 'open'? Currently it doesn't. I don't remember a game of this sort that didn't clearly 'open' the door or exit once all keys had been collected (or whatever), in years. Is the decision not to do this a deliberate thing or something that simply hasn't been implemented yet? It could at least change colour or something.
Shouldn't the tiling yes-you-can no-you-can't move from tile to tile mechanic be flagged by some visual cue, at least in the early levels? Since, in the end, solving the movable maze problem turns out to essentually be the whole game, it's a bit harsh not to have such a visual cue - fail to get that and you can't play. Especially as the tiles are subtly different colours, which turns out to have been implemented for absolutely no reason whatsoever. I'm not convinced this overall visual - and key - aspect of the game has been fully thought through.
Also, there's the issue of a failed jump up or sideways being met with a beep and a rebuff, but the failed fall downwards being met with death. Why? You can see that it's easier to code it that way, and the player learns to live with it, but it feels like an unresolved issue and inconsistency somehow in terms of gameplay. Another option might be to live with the player ending up standing somewhere impossible but having a reset button. You don't even need that as you can always escape by moving the tiles correctly.
Another thing adding to the work-in-progress feel: shouldn't there be some indication of how many levels there are, given that there is no narrative to the game, only pure gameplay? If there's a narrative, it's fine to leave this opaque and let the story get told at its own pace, but here there is no narrative. Am I going to be here for the next five minutes or all day? Is it ok to close the browser and come back? I don't know. How many *%$3 levels are there anyway?
That business of the music volume changing as you flip from tiling to jumping? What is that for? How does that enhance the user experience? I know MisterCheese liked that, but personally it drove me mad, as I was playing late at night without headphones and found myself constantly tweaking the volume control. Couldn't it at least be an option? Better yet, why not have different music for each mode instead, at the same volume, cleverly chosen so it would more or less always work to flip from one to the other.
If I came across as being overly negative about the game above it is mainly because it strikes me as being only a few tweaks away from being Totally Wonderful Awesome Fun and yet, as it is, while I can see that others here have enjoyed it, I didn't. And I so wanted to.
Please don't be put off from posting your own games, PostOfficeBuddy. Even ones which aren't quite finished yet. But in the latter case, say so.
posted by motty at 3:20 PM on December 2, 2009 [1 favorite]
At the same time, while there is obviously a deliberately extreme minimalist aesthetic going on here, which is fine, it also still comes across to me as a bit of a work-in-progress, with a bunch of unanswered questions in terms of the extreme baldness of the interface.
Shouldn't the door change visually somehow when you get all the keys and the door is 'open'? Currently it doesn't. I don't remember a game of this sort that didn't clearly 'open' the door or exit once all keys had been collected (or whatever), in years. Is the decision not to do this a deliberate thing or something that simply hasn't been implemented yet? It could at least change colour or something.
Shouldn't the tiling yes-you-can no-you-can't move from tile to tile mechanic be flagged by some visual cue, at least in the early levels? Since, in the end, solving the movable maze problem turns out to essentually be the whole game, it's a bit harsh not to have such a visual cue - fail to get that and you can't play. Especially as the tiles are subtly different colours, which turns out to have been implemented for absolutely no reason whatsoever. I'm not convinced this overall visual - and key - aspect of the game has been fully thought through.
Also, there's the issue of a failed jump up or sideways being met with a beep and a rebuff, but the failed fall downwards being met with death. Why? You can see that it's easier to code it that way, and the player learns to live with it, but it feels like an unresolved issue and inconsistency somehow in terms of gameplay. Another option might be to live with the player ending up standing somewhere impossible but having a reset button. You don't even need that as you can always escape by moving the tiles correctly.
Another thing adding to the work-in-progress feel: shouldn't there be some indication of how many levels there are, given that there is no narrative to the game, only pure gameplay? If there's a narrative, it's fine to leave this opaque and let the story get told at its own pace, but here there is no narrative. Am I going to be here for the next five minutes or all day? Is it ok to close the browser and come back? I don't know. How many *%$3 levels are there anyway?
That business of the music volume changing as you flip from tiling to jumping? What is that for? How does that enhance the user experience? I know MisterCheese liked that, but personally it drove me mad, as I was playing late at night without headphones and found myself constantly tweaking the volume control. Couldn't it at least be an option? Better yet, why not have different music for each mode instead, at the same volume, cleverly chosen so it would more or less always work to flip from one to the other.
If I came across as being overly negative about the game above it is mainly because it strikes me as being only a few tweaks away from being Totally Wonderful Awesome Fun and yet, as it is, while I can see that others here have enjoyed it, I didn't. And I so wanted to.
Please don't be put off from posting your own games, PostOfficeBuddy. Even ones which aren't quite finished yet. But in the latter case, say so.
posted by motty at 3:20 PM on December 2, 2009 [1 favorite]
Anyone complete it yet?
posted by MetaMonkey at 3:32 PM on December 2, 2009
posted by MetaMonkey at 3:32 PM on December 2, 2009
Anyone complete it yet?
I'm stuck on the last level, I can get two of the keys but not the third. I'm starting to think that there is no solution for this level.
posted by peeedro at 4:13 PM on December 2, 2009
I'm stuck on the last level, I can get two of the keys but not the third. I'm starting to think that there is no solution for this level.
posted by peeedro at 4:13 PM on December 2, 2009
Anyone complete it yet?
I'm stuck on the last level, I can get two of the keys but not the third. I'm starting to think that there is no solution for this level.
Forgive me, but do you have the solution to this? I was breezing through having much fun until this level slapped me in the face.
posted by MetaMonkey at 4:39 PM on December 2, 2009
I'm stuck on the last level, I can get two of the keys but not the third. I'm starting to think that there is no solution for this level.
Forgive me, but do you have the solution to this? I was breezing through having much fun until this level slapped me in the face.
posted by MetaMonkey at 4:39 PM on December 2, 2009
I completed it. The last level is a bitch. I'm kind of confused by the comments here, though. Slightly different colors? No visual indication of what lines up? No telling how many levels there are? None of those things were true for me.
posted by team lowkey at 4:49 PM on December 2, 2009
posted by team lowkey at 4:49 PM on December 2, 2009
MetaMonkey: "Forgive me, but do you have the solution to this? I was breezing through having much fun until this level slapped me in the face."
Looks like you need to move the tile you have in the top left next to you, walk into it, then move that tile above the door and drop down, yes?
posted by team lowkey at 4:59 PM on December 2, 2009
Looks like you need to move the tile you have in the top left next to you, walk into it, then move that tile above the door and drop down, yes?
posted by team lowkey at 4:59 PM on December 2, 2009
Ok. It's definitely changed since I played it last night.
Telling you how many levels there are to go is new. Also, if it explicitly stated 'this is a work in progress' at the top before, I failed to notice. (It might have done).
Plus the physics seems a bit different tonight. You fall faster.
I wonder if new levels have been added, because I'm sure I'd progressed a few levels beyond the one it just restarted me at.
Good to see it is moving forward, at any rate.
posted by motty at 6:29 PM on December 2, 2009
Telling you how many levels there are to go is new. Also, if it explicitly stated 'this is a work in progress' at the top before, I failed to notice. (It might have done).
Plus the physics seems a bit different tonight. You fall faster.
I wonder if new levels have been added, because I'm sure I'd progressed a few levels beyond the one it just restarted me at.
Good to see it is moving forward, at any rate.
posted by motty at 6:29 PM on December 2, 2009
I wonder if new levels have been added, because I'm sure I'd progressed a few levels beyond the one it just restarted me at.
There are definitely more levels. I believe there were 26 when I posted the game, and now there are 31. I also skipped through all the levels, and saw some unfamiliar ones.
posted by alligatorman at 7:12 PM on December 2, 2009
There are definitely more levels. I believe there were 26 when I posted the game, and now there are 31. I also skipped through all the levels, and saw some unfamiliar ones.
posted by alligatorman at 7:12 PM on December 2, 2009
This one has me baffled. I think you're supposed to get into the one with the hanging-down vertical bar and shift yourself over the wall with the door on the other side, but I have no idea how to get up there.
posted by Pope Guilty at 7:49 PM on December 2, 2009
posted by Pope Guilty at 7:49 PM on December 2, 2009
This one has me baffled. I think you're supposed to get into the one with the hanging-down vertical bar and shift yourself over the wall with the door on the other side, but I have no idea how to get up there.
Pope Guilty, move your guy to the left to get onto the other side of the tile with the door. Then put the hanging-bar tile underneath it, fall down, walk underneath and pop out on the other side.
posted by alligatorman at 8:01 PM on December 2, 2009
Pope Guilty, move your guy to the left to get onto the other side of the tile with the door. Then put the hanging-bar tile underneath it, fall down, walk underneath and pop out on the other side.
posted by alligatorman at 8:01 PM on December 2, 2009
Oh son of a bitch, I hadn't noticed the tiiiiny spaces above and below. That's tricky as hell.
posted by Pope Guilty at 8:26 PM on December 2, 2009
posted by Pope Guilty at 8:26 PM on December 2, 2009
Oh man, I've been playing this more and I love the idea that you can zoom out as your guy is falling down a hole, move stuff around, and make him fall through the top of the frame he just came through.
posted by Mister Cheese at 10:12 PM on December 2, 2009
posted by Mister Cheese at 10:12 PM on December 2, 2009
I completed it. The last level is a bitch.
I finally got it. The last level is a bitch indeed.
posted by peeedro at 7:35 AM on December 3, 2009
I finally got it. The last level is a bitch indeed.
posted by peeedro at 7:35 AM on December 3, 2009
peeedro, how did you beat the last level? I've been stuck on it for an hour. I cannot even get close to the keys. Or, tell me that nothing beyond credits happen if you beat the game, that way I'll just give up. None of the other levels gave me much of a problem, but this last level seems exponentially harder :(
posted by sepsis at 12:10 PM on December 3, 2009
posted by sepsis at 12:10 PM on December 3, 2009
Nothing happened when I beat the game, except achieving the wonderfully warm feeling of knowing that I could get back to doing something more productive. But when I beat the last level I had skipped the rest because the game had forgot my position from yesterday, so maybe if you beat them all without skipping any you will get more of a reward. Or maybe not.
*spoiler*spoiler*spoiler*
Complete solution to last level, copy and paste into a text editor to see the small print:
First let's label the tiles in their initial starting positions one through eight going from the top left to bottom right. For example, tile 2 has two keys and the door and tile 7 has one key. When a tile moves its number does not change. Taking a screen shot of the starting positions helps keep them straight once you start moving them around. I'll tell you how to move the character, not how to move the tiles.
First key:
You start in tile 5. Walk right to fall into the large, left opening into tile 4, landing on the left platform. Walk left into tile 1. Fall down into tile 2 stopping at the little platform to get the first key.
Second key:
From tile 2, fall down into tile 6. Walk right into tile 3. Jump up into tile 7 to get second key.
Third key:
From tile 3, fall down to tile 5. Stay on upper platform, walk right into tile 4. Stop at dead end, walk right into tile 1. Fall down into tile 2 landing on the small platform in the lower middle of the tile. Jump up to get key three (you can make the first big jump up if you try long enough - keep mashing the up arrow - this is crummy gameplay and made me feel cheated).
To exit:
From left key in tile 2, walk right to fall down left chute into tile 8. Stay on top left platform, walk left to tile 2. Exit!
*end spoiler*
posted by peeedro at 1:13 PM on December 3, 2009
*spoiler*spoiler*spoiler*
Complete solution to last level, copy and paste into a text editor to see the small print:
First let's label the tiles in their initial starting positions one through eight going from the top left to bottom right. For example, tile 2 has two keys and the door and tile 7 has one key. When a tile moves its number does not change. Taking a screen shot of the starting positions helps keep them straight once you start moving them around. I'll tell you how to move the character, not how to move the tiles.
First key:
You start in tile 5. Walk right to fall into the large, left opening into tile 4, landing on the left platform. Walk left into tile 1. Fall down into tile 2 stopping at the little platform to get the first key.
Second key:
From tile 2, fall down into tile 6. Walk right into tile 3. Jump up into tile 7 to get second key.
Third key:
From tile 3, fall down to tile 5. Stay on upper platform, walk right into tile 4. Stop at dead end, walk right into tile 1. Fall down into tile 2 landing on the small platform in the lower middle of the tile. Jump up to get key three (you can make the first big jump up if you try long enough - keep mashing the up arrow - this is crummy gameplay and made me feel cheated).
To exit:
From left key in tile 2, walk right to fall down left chute into tile 8. Stay on top left platform, walk left to tile 2. Exit!
*end spoiler*
posted by peeedro at 1:13 PM on December 3, 2009
I found this game yesterday via ... downloadsquad, maybe. Got through 30 levels yesterday lickety split, then left 31 for this morning.
Great game! Would like to see more levels like the last one, though. That was awfully fun. (As soon as I saw that little open space in the lower left corner of that one time, I has a hunch that would be the key.)
For those stuck on the last level, just think about how to get to the left-most key on the tile with the door. You'll get the other keys on the way.
I thought the gameplay twist was submlime and the level design fairly elegant, if a little too easy. I give the developer much credit for not letting your hero get caught in any unescapable positions (falls to nowhere, etc.). I never had to Restart a level.
The possibilities for level design here are great. Hopefully it gets turned into something open with a level editor.
posted by mrgrimm at 8:28 AM on December 4, 2009
Great game! Would like to see more levels like the last one, though. That was awfully fun. (As soon as I saw that little open space in the lower left corner of that one time, I has a hunch that would be the key.)
For those stuck on the last level, just think about how to get to the left-most key on the tile with the door. You'll get the other keys on the way.
I thought the gameplay twist was submlime and the level design fairly elegant, if a little too easy. I give the developer much credit for not letting your hero get caught in any unescapable positions (falls to nowhere, etc.). I never had to Restart a level.
The possibilities for level design here are great. Hopefully it gets turned into something open with a level editor.
posted by mrgrimm at 8:28 AM on December 4, 2009
I've been addicted to this game for days. As a qualified super-flash-game-addict, I will say that this is one of the most brilliant ones I've ever come across. Awaiting more levels now.
posted by Navelgazer at 11:10 AM on December 12, 2009
posted by Navelgazer at 11:10 AM on December 12, 2009
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They mention that Firefox may not work right. Maybe there's some visual cue I'm not getting? There's nothing obviously missing.
posted by Malor at 8:14 PM on December 1, 2009