Jump Per Difficulty

Creator: Falcon_XWPlays

Average Rating
2.0 / 10
Average Difficulty
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Needle (2) Impossible (2) Epilepsy_Warning (1) Trials (1)


  • by MikuStar263

3 Reviews:

I would like to start this review by saying this: A review has two goals. The first is to lay out, in as objective a way as possible, the pros and cons of the game in order for others to be given the information to pass accurate judgement over whether or not they want to play the game. The second is to provide feedback on the game, pointing out what could have been done better and what were the strong points of the game, so that the creator and others may learn what parts of the experience crafted by it are more or less appealing. While 1 review is by no means a representative community opinion, it is at least a perspective guaranteed to be held by at least 1 person.

With that said, I am about to be quite harsh on this game for the sake of the first part. I will cover the second ahead.

As the title suggests, this is a trials game. 1 jump per screen, roughly ascending difficulty, you know the drill.

So from the very start, you get the classic unzipped folder, where once you extract it in your fangames folder the assets are spread all over the place. Once placed inside a folder, you might see the gmsched extension... as gmez, not as dll. You have to apply dbghelp yourself. This isn't really something I'd count against the game; This is merely something to note before we start.

As for the production value elements, the game itself, as far as I know, has no music. It could be that I lost a few .ogg files, but I doubt it. Tileset is the usual guyrock + monocolour background, with red tinted spikes that have far too high image speed. It looks a bit worse than the generic combo, but trying a new visual set was a nice attempt, and it does not look awful by any means.

For the gameplay's part, it is clear that this was not playtested, and in fact was not made with knowledge of actual fangame jump difficulty; A single standard setup uplane after a buffed double invert, for example. The jumps themselves are generic and uninteresting, although this is not necessarily bad; It can make for a nice experience even if not an original one, however some of the jump choices (given the aligns given especially) were unfortunate, being the 5 minispike jump and the triple diamond. There are no saveblockers, allowing for easily skipping some jumps, such as the nerfed triple diamond that I'm pretty sure requires cactus with the starting align as I have failed to do it with both 6f and 7f. To end this off, this game is also impossible, due to a buffed ceiling 6 minispikes jump, no more possible than a triple invert.

In conclusion, this can kill a few minutes and may even have extremely minor sudoku enjoyment, but I cannot recommend playing it.

This is it for the first part.

The second part is the design oriented one. The feedback takeaway.

This game is the author's first game, as said on the wiki page. And for that, they have done what many have yet to do; Make a full, solo game. While it is scary, and a lot of times depressing especially if the game is not well received, it is a commendable act.

When making a game, it is important to be able to see things from the player's side. What type of gameplay do players like? What's the type of gameplay I'm aiming for? How can I combine what I want with what players want? How does the gameplay I made compare to the type of gameplay I'm aiming for? For this, you can either use your own judgement and experience from playing fangames - which do not show up well in this game's case - or you can recruit a testplayer, a person who has this experience and can provide feedback. This is, perhaps, the most important lesson of all. While I can talk about general needle design or atmosphere design that could have made this a better game, learning is made through making mistakes, realizing them, then fixing them. A testplayer is just the tool for identifying any mistakes, and furthermore explaining the deeper principles that lie behind the mistakes.

Another tool for this is releasing the game to the public, and getting public feedback. This is scarier, as the feedback is public, and can come from a place that is not constructive. But nevertheless, there is always something to take from almost any piece of feedback, although separating the important things to take from the unimportant or even counterproductive ones is not an easy task. Nevertheless, these are the baby steps you take in order to become a better maker in the future. Many makers have started out from tinkering around in gamemaker without any outside guidance, releasing game after game after game, getting feedback, improving and eventually becoming renowned for their work.

I hope this review does more to encourage than to put down. In the past many makers were driven away from malicious negative feedback, and who knows what games we could have seen today if they were nurtured with patience instead of heckled and driven out. I hope the maker would stick around, learn, and make a name for themselves.

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Tagged as: Needle Impossible Trials
[17] Likes
Rating: 3.0 30       Difficulty: N/A
Oct 7, 2021
Double invert=impossible

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Tagged as: Needle
[0] Likes
Rating: N/A       Difficulty: N/A
Oct 7, 2021
Tagged as: Impossible Epilepsy_Warning
[0] Likes
Rating: 1.0 10       Difficulty: N/A
Oct 9, 2021