Eyewall by SaintHeiser
DESCRIPTION:
This game is about dragon who sealed inside a wall. Find the kites to fulfill the dragon's dream about flight in the sky.
CONTROLS
Arrows - move (smoothing, yeah). Movement require stamina (look top of the screen)
Z - sleep to restore stamina. Watch out hazzards!
X- jump that also require stamina. Try to jump over the spikes on full speed =)
R - reset level (aka selfdestruct)
XBOX gamepad also should work...
Left stick - move
A - jump
X - sleep
Y - reset
AUTHORS:
@Saintheiser - dev, art, programming (http://twitter.com/SaintHeiser)
@Chromastranger - cool music! (http://twitter.com/Chromastranger)
This game is about dragon who sealed inside a wall. Find the kites to fulfill the dragon's dream about flight in the sky.
CONTROLS
Arrows - move (smoothing, yeah). Movement require stamina (look top of the screen)
Z - sleep to restore stamina. Watch out hazzards!
X- jump that also require stamina. Try to jump over the spikes on full speed =)
R - reset level (aka selfdestruct)
XBOX gamepad also should work...
Left stick - move
A - jump
X - sleep
Y - reset
AUTHORS:
@Saintheiser - dev, art, programming (http://twitter.com/SaintHeiser)
@Chromastranger - cool music! (http://twitter.com/Chromastranger)
Ratings
| Coolness | 77% | 2 |
| Overall(Jam) | 3.84 | 100 |
| Audio(Jam) | 4.06 | 44 |
| Fun(Jam) | 3.13 | 472 |
| Graphics(Jam) | 4.38 | 79 |
| Humor(Jam) | 2.56 | 657 |
| Innovation(Jam) | 3.49 | 180 |
| Mood(Jam) | 3.94 | 73 |
| Theme(Jam) | 3.71 | 318 |
It is really frustrating when every litte bump costs you a precious hp. And taking a nap every 10 seconds does not help. But overall it is good.
Maybe, I'll beat level 3 tomorrow.
Graphics is really great. Music and sounds are good, too.
The music is really fitting, the art works well, and the controls are really solid. It's a shame this game doesn't have more attention.
Superb atmosphere in general, and one of my favourite entries so far on the whole.
In the third level, there's a series of raising walls that follow a random pattern. Some runs I had through them were fine, and others were infuriating sessions where I'd only barely have enough time to sneak by if at all.
The music and art are spot on and beautiful, and the platforming carries with it the frustration, difficulty, and heavines off being a wall.
I would like it if the stamina gave some more indication of running out. Maybe a screen flash or a noise so I don't have to keep looking up to the top of the screen.
And finally, spikes do continuous damage, which wound up being another minor frustration.
Visually, I love the art style. Everything looks pretty. However, from a functional perspective, it may be the biggest weakness and the greatest source of frustration. Due to the art style, elements don't stand out as well as they should (most notably the spikes which I sometimes didn't even notice until I was on them, but also things like walls) while other elements that don't affect gameplay stand out too much (such as the rocks on the ground).
A bigger issue is the fact that hitboxes are extremely unclear - due to how vague the art is, you never know for sure where spikes start and where they end. The same goes for all other objects, especially walls and trees. When those elements damage you and there's no way to heal, you really should be able to tell what exactly their hitboxes are.
Because you see only a small area on a screen, and because areas don't look very visually distinct, it's hard to tell where you are. I have been going in circles for a while in level 3 and it took some time to even tell I was going in circles.
The fists feel horribly cheap and unfair. There is no way to tell where they're going to strike - or even the very fact they're present somewhere near you - until they've struck for the first time, and in many case, that first strike deals damage to you. Dying this way feels incredibly cheap and seriously detracts from the fun.
While I liked the sleep to heal mechanic conceptually, I feel it didn't add anything to the game. (Note: I only made it to level 3, where I kept getting lost trying to find the exit; maybe the later levels make better use of it.) As all dangers are static, there is no risk to sleeping (other than the risk of being hit by a fist, but you also have that risk when moving or standing still). This means that the only thing it does is waste your time (having to wait after moving every couple of steps) and limit how fast/much you can move at once (which can be implemented in a less obnoxious manner).
Due to unclear hitboxes and the floaty movement physics, as well as how short the jump is, jumping feels very frustrating. It's hard to reliably jump over something, and there's a good chance that after you finish your jump you'll crash into something and lose health anyways. This one could be chalked up to the game just being difficult, but particularly with how unclear the hitboxes are it felt more frustrating than challenging.
The game has fun elements, but with all of the issues above I don't really feel like giving level 3 another try.
It's maybe a bit too difficult. It would be cool to be able to jump a little more when running, perhaps? And to actually be able to avoid meteorites. Also, I couldn't tell apart walls and roads at the beginning. It would be cool, since just touching a wall takes away 1/5 of your life.
Aside from that, I really enjoyed. The sounds effects were also on spot :-)
Didn't need the little story introduction, worked well enough as just controlling a weird eyewall.
Also, could probably do with some easier levels to ease you in and a few places where you can really have fun with those fantastic movement mechanics you've got in there. Bumping into things costing HP and moving costing HP felt harsh (but probably the bumping more than the moving).
In summary: Awesome. I would pay money to play an expanded and tweaked version of this.