A Windy Climb by sockfolder
A Windy Climb
Storyline:
Poor Miss. Cloudia is bored and decides to explore a sinister part of the cloud bank, seeped in danger and hopefully treasure. What could be at the top?
Gameplay:
The "unconventional weapon" is wind. Namely, you blow at people and push them or affect them in some way. You eventually can add water and electricity to your gusts for other effects. These abilities are also used for mobility, e.g. as a "jet pack" and for wall jumps. The goal is to get the final treasure at the end to win. There are also 12 hearts hidden in each of the 12 areas you can get if you are a completionist (one is insanely hard fyi =p). Note however that the hearts do respawn, so you can heal up with them.
Controls:
Arrow Keys - Move
Z - Jump
X - Attack
1, 2, 3 or Space - Change your weapon
Weapons can only be used for a limited time. See the bottom right to see how charged they are. Your default gust attack charges anywhere, and the others charge only in particular spots.
Good luck!
Storyline:
Poor Miss. Cloudia is bored and decides to explore a sinister part of the cloud bank, seeped in danger and hopefully treasure. What could be at the top?
Gameplay:
The "unconventional weapon" is wind. Namely, you blow at people and push them or affect them in some way. You eventually can add water and electricity to your gusts for other effects. These abilities are also used for mobility, e.g. as a "jet pack" and for wall jumps. The goal is to get the final treasure at the end to win. There are also 12 hearts hidden in each of the 12 areas you can get if you are a completionist (one is insanely hard fyi =p). Note however that the hearts do respawn, so you can heal up with them.
Controls:
Arrow Keys - Move
Z - Jump
X - Attack
1, 2, 3 or Space - Change your weapon
Weapons can only be used for a limited time. See the bottom right to see how charged they are. Your default gust attack charges anywhere, and the others charge only in particular spots.
Good luck!
Ratings
| Coolness | 58% | 3 |
| Overall | 2.70 | 943 |
| Fun | 2.70 | 839 |
| Graphics | 2.43 | 908 |
| Humor | 2.76 | 522 |
| Innovation | 2.62 | 874 |
| Mood | 2.46 | 889 |
| Theme | 3.24 | 634 |
I like the way the different levels are connected.
I want to describe a little quirk to the controls that was my #1 execution mistake.
When I wanted to do the critical down+x jump to hover, the order I pressed the keys mattered and I kept doing it wrong.
I would press the keys in this order: run (D) then jump (Z) then (X) followed immediately by (DOWN). But this won't get me the combo, it only triggers if I hit down before hitting X.
If I hit X first I go into the forward-gust state, and pressing down from there does not transition to downward-gust. If that state transition existed I think the controls would smooth out a rough edge that kept scraping me.
I enjoyed playing and I definitely would have played more if there were a checkpoint system. I eventually got discouraged at repeating the old parts again to maybe see more.
As far as checkpoints, one tip is you can farm hearts at the places you get the upgrades.
I got the water power up and then was killed by a fire spitting thing. I didn't really want to have to restart again, so I stopped there. Maybe instead if there was some way to restart from somewhere else rather then the start it'd be better.
The art was pretty rough, but I kinda liked it anyway! And the controls were smooth, good job there.
But it's such a fundamental action in the game. Any execution trouble is a big deal. What if it wasn't a multi-button combination at all?
You could just have x be forward-gust, and down (only down, no x at all) be downward-gust. Or spacebar or c.
Bad times.
But yeah, otherwise, a fun game, good amount of depth to it, cool weapons etc. . Nice one.