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Feedback comments for LD50
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| Timestamp | Since previous | Game | Hawkin's comment | |
|---|---|---|---|---|
| Apr 6 01:29:06 | Gnomon | ♥ 0 | I really enjoyed this! It was so pretty, giving me real BOTW vibes. I wish I could have relaxed more walking through the grasses. The music was great too! | |
| Apr 6 01:39:43 | 10m 37s | He's a Catch! | ♥ 1 | Okay I did not expect that. Great setup! The music was intent, and I enjoyed the art style. For the intensity, I wished that I could somehow see her chasing me. I even stopped for a good 30 seconds and nothing happened. A couple things that I noticed: * The first time I started, I didn't understand that it was side scrolling controls, so as I was trying to change the camera, I moved left and somehow pushed her off the map XD * Later on, pressing the left Alt key seemed to do something really weird to the graphics (soda straw ripping effect) and then put the dialogue back at the beginning of the run. Some kind of reset key?? Thanks for the game! :) |
| Apr 6 01:53:26 | 13m 43s | Aloft | ♥ 3 | What an emotional intro. :'( I felt that I have to say that I think you nailed the theme, and I loved the way that your mechanism to reach the objective was so entwined with your downfall. That made each choice feel so much more impactful. But damn the controls were brutal for me. I'm going to have to practice a lot! |
| Apr 6 02:16:00 | 22m 34s | The Last Patrol | ♥ 1 | Space dog fighting? Aw yisss. Visually, the game was fantastic! It wasn't until my first ship got destroyed that I realized I would play as the other ships. It's hard to offer any critique as I read about your challenges in the "dev log". The game ran fine for me! Beyond the things you talked about, I think two things would have been nice: 1. I think the ability to switch at will would have been a lot of fun! 2. Maybe the controls would have felt a little smoother on a game controller Thanks for the game! |
| Apr 6 02:26:40 | 10m 40s | On Company Time | ♥ 4 | Love that the tutorial is a slide presentation. This game was just charming haha! It had me chuckling the whole way through. Great art style, funny minigames. I don't know if I broke something at the end, but the buttons (like the end screen and settings menu) stopped showing text! |
| Apr 6 02:43:22 | 16m 42s | Launch, Launch, Repeat. | ♥ 0 | This was a fun concept! I liked the idea of getting the trajectories just right to end up where they needed to be. Sound effects would have really sold the rocket boosts or the comm blips, but sometimes you just don't have time. snap.png If this was intentional, that is really funny haha. I noticed some rockets separated/crashed right after launch. Was that intentional, or did I mess up? :( I also think a nice challenge could have been launching and pinging multiple rockets at once, as most of the time I was wishing for more things to do--either win hard or fail hard!! haha Thanks for the game! It was fun! |
| Apr 6 02:56:45 | 13m 23s | Un-Rooted | ♥ 1 | This was so ridiculous and fun! I loved the spazzy way everyone moved about the office. end.png I surely could have done better, but this was my best of several tries :) Loved the character creator!! |
| Apr 6 03:43:05 | 46m 20s | Carpe Diem | ♥ 1 | I definitely played this more than anything so far, mostly just frustration-fueled drive to make it to the sun. I dug the aesthetics and the guitar track was chill. My main challenges were * No "player" model, so it was sometimes hard to tell where I was touching the ground * The controls felt a little too "slippery" for a precision jumping game. I had to apply a lot of reverse-pressure to counteract the spin * Sometimes the collisions felt a little unfair (for example, you clip the edge of a platform and ricochet into the center of the tube) Otherwise, I spent a good 40 minutes at it. That should speak for itself :) |
| Apr 6 03:58:45 | 15m 40s | Protocol Delta | ♥ 1 | This was masterful! Sleek design, buttery smooth controls (definitely use a controller), poppy sounds and music. I loved the different types of enemies, too. This was a wonderful kind of bullet hell. I would definitely come back to play this again and again. My high score could use a lot of improvement end.png |
| Apr 6 04:13:41 | 14m 56s | For all the Cheese | ♥ 1 | Wonderful job with the graphics!! Everything felt very visually polished. I wasn't awesome at the controls (being able to remap roll farther away from strike may have helped, or maybe I was hankering for a Hollow Knight controller experience), and the movement felt a little slippy for platforming ... but that didn't matter too much when fighting the boss. All its attacks were hilarious! Hairballs! Very inspired. |
| Apr 9 13:00:24 | 80h 46m | ENTROPY | ♥ 0 | A simple but challenging title! I think it's got the perfect scope for a compo game. Great job! I do wish that the level was a little scaled up and didn't leave so much empty space around the edge of the screen in the early levels. |
| Apr 9 13:09:19 | 8m 55s | JUNKER | ♥ 1 | That was a blast! Why do all these doors keep locking?? XD All of the minigames were great. Good ideas! I loved the hand-drawn tutorials on all the pieces, as if the character knows they forget how to work all these esoteric devices haha. I will say the collisions might need tweaking, as I kept getting stuck in odd places (doorways especially). |
| Apr 9 13:26:05 | 16m 46s | Department of Fire Deferral | ♥ 1 | Procedural generation in a jam? And a compo, no less! Nice! It does create some interest situations, like this unreachable island. But my water stream seemed to reach across! map.png I do wish that things happened a little quicker. It took a good while before the burn % went up, and driving around before that, I didn't get a strong sense that I was doing any good. You know? I think it was a really good concept for the game, and all that polishing is hard for a compo! I think it's really neat that you included an accessibility mode :) |
| Apr 9 13:35:40 | 9m 35s | Live For Later Or Live For Now | ♥ 1 | I love a "choose your own adventure"! I really started to appreciate your style, musically and artistically. It was definitely unique. Keep leaning into that, and you'll keep making experiences like nobody else! Creating all that music sounds like it was a lot of fun! I'm jealous. In the game, I started to lose track of how one decision lead to my next choices. It almost started to feel random, even though they matched to the time of day (not sure if that was intentional). I also didn't understand what the skulls meant at first. I guess I got them from partying too hard B) Or maybe that's the thing: no matter the choices you make, the end is inevitable. So live life! Great experience, thank you! |
| Apr 9 13:42:21 | 6m 41s | PRESSURE | ♥ 2 | This was pretty cute! Once I learned the mechanics of the different chips and things to interact with, I got into it. The art was superb, especially the underwater effect on the tiles. I'm curious what parts the two of you worked on! The sound design could have added more, like different sounds when you are underwater. I personally don't think the sound effects matched the style of the game as well as they could, but that could just be my preference :) |
| Apr 9 14:19:11 | 36m 50s | Xermatt Redux | ♥ 3 | (Glad you added the clarification on what you reused from LD45!) The atmosphere and overall mood on this was SUPERB. Everything integrated really well together. The amount of artwork, rooms and character cards is really impressive. I got lost in this for a while! I loved how the controls were integrated into the UI -- that felt very immersive. Using music (and danger level) to indicate the proximity of the monster was really smart. I do wish that as I moved back through rooms, the movement controls displayed immediately, but that was just a personal pacing preference. I really appreciate all the effort that went into making this. Great job team! |
| Apr 9 14:27:49 | 8m 38s | Road Rage Mage | ♥ 4 | This game was incredibly well crafted. You have a very strong team and clearly work well together. The artwork was the highlight (the parallax background especially), but you can't ignore the overall game design either. The power rules were a really smart idea to force some sort of strategy. Hats off to the music as well. I can tell a lot of work and skill went into that, and it matched the environment excellently. (Quick bug note: when I opened the options menu from the start menu, all the sliders started at zero :o) |
| Apr 9 15:06:49 | 39m 00s | Rocket Lawnchair | ♥ 1 | I simply did not have the mental dexterity for what is a deceptively complex flight simulator XD But oh did I have a lot of fun. I finally did manage to hit three pools, but it took a lot of practicing to get the launch trajectory just right, fluttering the rockets. tank_sm.png Fantastically silly little sim!! I am going back and forth in my mind whether the music should have been playing all the time (maybe it would get old?) or just when you launch (I never heard more than 5 seconds of it haha). |
| Apr 9 15:53:54 | 47m 05s | Against The Horde | ♥ 2 | The artwork is excellent! The aesthetic of the monsters, together with the bloodied gameboard, create a very eerie experience. I don't tend to enjoy deck building games, but I enjoyed your entire nonetheless :) You could have used a more appropriate font than the default one, in my opinion. Something just as easy to read, but still stylized. Or maybe just for the buttons and card titles. There's plenty of free fonts out there, and they aren't that hard at all to add in. See what you think! Thanks for the game :) |
| Apr 9 16:00:58 | 7m 04s | Re-Re-Robot | ♥ 1 | The art was simple but very effective. I like that the UI was to the side, not an overlay -- nostalgic. I'll have to try that next time! I really liked that the replays moved more slowly. That's a good idea! Generally, the movement was a little quick for me to be good at platforming. I'd rather it be a little less touchy. You know? I appreciated that the tutorial was built into the level progression, though, and that made the whole experience very nice. Great job! |
| Apr 9 16:08:46 | 7m 48s | REWOB | ♥ 1 | This was really fun! Simple, tight, and enjoyable. I appreciated the thought you put into the level selection being "in-game" and how intuitive the level start was (start as soon as you move). Where did you get the idea for "wob" and "rewob"?? Too funny. |
| Apr 9 16:25:14 | 16m 28s | DisasterGuard | ♥ 2 | This was an ambitious game! I think the whole asset environment and level design was very well done. The defense system being an arcade game is a hilarious touch. I think the weakest part was the difficulty curve. It kind of felt like four different games (coffee, reactor, defense, volcano) all going bad at once, and it was really hard from the start to even begin managing them. Maybe if you added them in one by one, that would allow the player to learn each of them over time? You all obviously put a lot of work into this, and I think this was my only real critique. Also, on the pause menu, the mouse cursor should reappear so I can find the slider more easily haha. And the sensitivity setting should persist between reloads! Did you put it in PlayerPrefs? |
| Apr 9 16:33:58 | 8m 44s | Somnipathy | ♥ 4 | The art was fantastic! So thoughtful. The creature was so spooky looking, I almost wonder if there was some way you could have revealed more of it as the game progressed (like at first, you only hear it and see a shadowy blur). Seeing it right away perhaps missed an opportunity! My only gameplay suggestion (not sure if someone has already mentioned it--so much feedback already!) is to make the clickboxes on the objects a little more generous (larger). |
| Apr 9 21:19:04 | 4h 45m | The Bedtime Resistance | ♥ 2 | This was a really unique entry! I enjoyed the aspect of planning and creating my pillow-fort labyrinth muahaha. My only complaints were that * It was sometimes hard to tell which orientation I was placing, and I could not delete tiles once placed :( This ended my run a few times because of a bad click. * I wish the hitboxes on the tiles were a _little_ bit larger, because clicking on the very corners did not highlight the tile! Otherwise, I had a lot of fun running around. I don't think the slower mining was really explained, so I wasn't sure what to do about it. As others said, you could run around in a loop, but the slower mining gave diminishing returns, so I don't think this was a bad thing :) bedtime.png The music was fresh, and I enjoyed it at the title screen, but it did get a little heavy over time. Maybe a variation of the track with fewer clangs and beeps that just sort of blankets the background enough (haha, pun!). |
| Apr 9 22:06:54 | 47m 50s | Chess at the End of Time | ♥ 2 | A very cerebral entry, and very much innovative! I love it. And hats off to clockmaker for an amazing soundtrack to this. Fit everything together beautifully. I liked that you force the player to get through the first round before explaining some of the mechanics. A sort of delayed tutorial that grants many "a-ha" revelations. The dynamic script was surprisingly aware and cohesive at times (in the case that you lost multiple pieces in one round). I will say that the king getting "stranded" might have been better highlighted, as I wasn't able to see for sure which route got cut off. Three really smart mechanics that I liked a whole lot: * You also implemented such impact by having a regicide result in the next armies progress. It's a nice "replay" feature while also showing you your own skill progression. * And that their progress starts one level behind (so you don't have to replay a whole lot). Smart again! I will say that my second round of playing went a whole lot better! * "Capturing" other pieces to build your army. Loved that! I do wish I got a final look at my progress before the option to replay or quit (for a screenshot) :) Now, I want to know who these "birdies" are and how they know so much about the corruption. Suspicious!! |
| Apr 9 23:51:48 | 1h 44m | Thanks, Socrates | ♥ 2 | I knew from the screenshots alone I was going to enjoy this. I loved the vibrancy and accuracy of all the historical characters, and the dialogue options were just hilarious. You know I have to give "hats off" for the voice acting. The intro was inspiring, and even the variety of "hmms" and "hahhs" were full of character! Loved it! I'd be really interested to know what system you implemented for handling all the script progression. Mine was nested scriptable objects (Script containing Lines with text/audio) processed by a Monobehavior. |
| Apr 10 00:04:42 | 12m 54s | Myst the Alchemist | ♥ 0 | I think this was a solid idea (potion making and experimenting) that just needed some refining. Like others have said, the sheer amount of combinations was daunting. I won't repeat all that though :) The exploration mechanic was neat, but I'm not sure it actually added to the experience. Just to brainstorm, what if the game were the view of the alchemy table itself? All the different ingredients are already available (much easier to see "the combinations"), and you spend the game mixing and testing potions in front of you (no need to ever mix more than one at a time). That puts the focus on the core of the game (potion mixing) instead of resource hunting. That may turn into an entirely different game, and not the one you envisioned. For example, if everything I needed was at the table, why wouldn't I just keep making the same thing over and over again? Where would the challenge be? So my idea isn't perfect either :) Just shows that a lot of games could be presented differently! By the way, I was IMPRESSED by how many different ingredients and potion bottles you were able to come up with. That was cool!! |
| Apr 10 02:01:58 | 1h 57m | Exit | ♥ 0 | Love the idea! I love puzzles and escape rooms. So far I can't get past the first two crates, so I'm going to have to come back later and keep trying :D (Question: is there anything in the jam build that would prevent me from progressing?) |
| Apr 10 02:18:22 | 16m 24s | RIITA | ♥ 7 | Holy cow what a game! The character models and animations, the real strings, the cat song!!! I've got nothing but good things to say about this. You all did an incredible job. The hit timer was definitely generous, which I appreciate for a jam game--gave me opportunity to experience all the fantastic music. My only request is MORE. I'd like longer songs to play. Maybe some Guitar Hero classics? Hah! |
| Apr 10 02:27:24 | 9m 02s | Lazer Bean | ♥ 1 | This had so much personality haha. Despite the mechanic being a little limited (only being able to fire sideways), it did fit the theme (the rocks were going to break through eventually), it was a tight little game and I had fun! The artwork was exceptionally good, and the music and SFX fit well. Watching your playthrough helped some, but I understood it well enough from one or two plays myself. The "butterfingers" limitation didn't really make sense to me. Maybe it added a bit of challenge? I noticed in your video, too, you may have added upward firing as well? Anyway, I appreciate the detail you put into this! By most measures a technical achievement! |
| Apr 11 21:32:52 | 43h 05m | Keeper of Colors | ♥ 1 | This was a very beautiful idea! I loved the musical elements and restoring life to the grey landscape. I agree with others that the game did not explain how to switch between powers. It's sometimes easy to forget what a new player will not know :) You and your sister obviously have great minds, and your skills will continue to grow. Thanks for the game! |
| Apr 11 21:40:32 | 7m 40s | AIRTIME! | ♥ 2 | First off -- I love the start menu / credits / tutorial navigation. So clean, especially with the soothing elevator music. I think I'll just sit there a bit and enjoy it. The ragdoll animations were just hysterical, as were the sound choices. I'm not sure how I feel about the beeping to indicate altitude, because it clashed with the soothing music, but I can't say for sure that it was the wrong choice. Overall the game was fun, but I do wish it were a little faster paced! |
| Apr 11 21:51:27 | 10m 55s | Mythic Garden | ♥ 4 | This was a very pleasant game! Great job to the whole team for making it! All of the models and animations were very excellent. And the progression system was very well done! My only complaint is that the tool filling was not press and hold like watering was. It was not very fun to press "E" over and over again :) Also, excellent job on the introduction! Too funny! I love a good voice over :) |
| Apr 11 22:04:30 | 13m 03s | Final countdown | ♥ 1 | That was a downright HOOT. I loved all the details you put in there, even all the interactions not on the list. The place was so full of life (haha, barely) and fun things. The asset design and the sound design just completed the picture. It really felt so complete! It took me a bit to find where to remove my clothes, but I got to it at the very last second just before keeling over and dying in front of those unfortunate souls. The game didn't count it as a win, but I still had fun :D I wasn't sure about the camera settings or the aberrations around the edge. Was this designed for VR?? |
| Apr 11 22:12:08 | 7m 38s | ThatsLife | ♥ 1 | This was a lot of fun driving and drifting around a tiny planet! I laughed at "oh no! the climate sceptics are here!". It seemed that sometimes my car would try to steer me in a direction on its own? Was that intentional? Also, I think it was the "weapons" that the sceptics brought, but it was bright and pink like the boost, and I didn't think it was a bad thing to avoid. Maybe think about how you could make it more obviously something to avoid? |
| Apr 12 00:48:59 | 2h 36m | Mine 54 | ♥ 1 | Like matt-rice said, a little feedback would have helped the game a lot! It was hard to tell how my units were attacking, or how I was supposed to use them best. But I think you had a great start! I loved the style and I was really excited to build up my army against the waves of enemies. |
| Apr 12 01:06:18 | 17m 19s | Holding On | ♥ 1 | This was a very emotive experience. I imagine that you even put personal experience into it. Once I accepted what the game was, I was able to immerse myself and absorb the story. Thank you for this! |
| Apr 12 01:12:04 | 5m 46s | Prestidigitaxation | ♥ 1 | Why did I feel like Neo in the Matrix, battling a horde of Agent Smiths? Lol. Also, was I murdering them and taking their pocket change, or was I prestidigitation-ing them into money? Hmmm. This was a pretty fun concept. I would have liked to see some more variety or clarity in how the upgrades impacted the enemies or my strategies. But overall, moving around, dodging agents, and shooting magic was fun! |
| Apr 12 01:33:41 | 21m 37s | CATCH THE PHONE! | ♥ 1 | This was too hilarious. Pinball but with floppy arms and a precious device? Falling potted plants and people?? Too funny. I appreciated the full attention to detail you put in, as you even got to airplans and space and asteroids. I got to the end, so maybe it was a bit too easy? But that's 100% fine for a game jam so that I could appreciate everything you added :) Great job! Untitled.png |
| Apr 12 01:50:34 | 16m 53s | Hard Times | ♥ 2 | First off, standing ovation for the effort. I thought the borderlands-esque graphical style was excellent. After some experimenting with the mechanics, it seems like kills with the gun give health, and kills with the sword give ammo? In my opinion, the gameplay feels a little rigid that way. For example, if I wanted to be a gunslinging deadshot or if I wanted to master the art of the sword, I instead had to use both weapons. But great work as a team, even if it sounds like you had some integration issues that limited some aspects of your game :) |
| Apr 12 02:25:21 | 34m 47s | Mythical Mediator | ♥ 3 | This was an entirely unique and enjoyable experience. Seriously! Thank you for putting this together. The character interactions in Sid Meier fashion was just good nostalgia. I was having such a good time building the continent, I was sad to see it end! My only regret is that I did not have a screenshot of my masterpiece to share with you before the end of the game. My two recommendations would be to strike some sort of balance such that the end of the world was more inevitable (I was able to keep everyone pretty much happy), and to somehow use the UI to show more information about the state of the gods (the colors were good enough, but what about a happiness bar?). But again, I have to applaud the creativity you added to this with all the costumes, characters, and writing. Superb! |
| Apr 13 01:08:37 | 22h 43m | I Will Not Die. | ♥ 1 | I don't know how you managed to fit so much content into this! The art assets are wonderful. I really love the style of it all. The platforming and combat mechanics were decently polished. The grappling mechanic was the most fun, which is why I wish I could keep it for longer! By that point in the game, it got to be a struggle to keep pace with the health loss. I would play a full title like this. Fits very nicely into the hollow knight "genre"! |
| Apr 13 01:15:50 | 7m 13s | Trex – Delay the inevitable | ♥ 1 | That was funny. I think it just meets the definition of a "game", since I think clicking made the T-Rex destroy the meteors. Remember that games should be interactive, or else they are just stories :) |
| Apr 13 01:22:07 | 6m 17s | You Are A Bomb | ♥ 1 | So simple but downright fun and addicting. Nice job!! |
| Apr 13 01:37:24 | 15m 17s | Bitboy | ♥ 1 | I was so unprepared for what this was. I thought, "Oh, kind of like the dinosaur browser game. Sure, it's fun." Then things started happening, and it became a meta experience. Such a smart implementation. I wonder if I found "the ending" or if there was more :) Great entry. It has got to be one of the "must plays" of LD50! |
| Apr 14 00:25:47 | 22h 48m | DLAY's Buffet | ♥ 1 | This was a fun one! The sheep throwing mechanic was very clean. It didn't take much skill (making the shot seemed automatic), but that was preferred once DLay started attacking! I think the final battle could have lasted a little longer, because it was fun once he started showing all his attacks! The models also looked very good, and I think you put good effort into the sound design! Overall excellent entry! |
| Apr 19 01:34:07 | 121h 08m | Hungry Hungry Bird | ♥ 0 | Great polish and solid idea! The sound design and art blended really well into a nostalgic feel. The polish is definitely where you earn the most points! Not easy to achieve in a jam. |
| Apr 19 01:54:20 | 20m 13s | Snooze | ♥ 0 | This was so funny! A great idea. I loved the music and how you timed it with the alarm. Funny dialogue, too, with the body parts! My only suggestion would be to skip the dialogue when a level repeats. |
| Apr 19 02:14:42 | 20m 22s | Nightwaker | ♥ 2 | Incredible job team! I really enjoyed this. Nothing more to add that hasn't already been said, but just to reiterate: I'm really impressed by everyone's efforts here! |
| Apr 19 02:17:58 | 3m 16s | Cynodon't | ♥ 0 | Nice artwork! For your first time using Unity, I'd say you got along pretty great. Definitely some more to learn the next time around :) Adding some sort of score based on the number of cynodonts I squashed would have been ace! |
| Apr 19 02:22:48 | 4m 50s | Ready... Set... SLOW!! | ♥ 1 | Such a great idea from the theme! Definitely something new. I wish I had someone else to play with, but playing as both characters gave me enough of an idea. I'm sure it would be a blast being more competitive with two players. The only thing it was missing was some fun racing music! |
| Apr 19 02:31:16 | 8m 28s | Save the Reactor | ♥ 1 | I like the idea, and the environment artwork is really creative. It feels very clean and well designed Great use of the colors everywhere. Congrats on submitting a finished game even after changing direction mid-Sunday!! I would have liked to see more progression (such as, starting with only one or two openings, or being able to re-power shields at certain milestones). But for a prototype, this is a solid entry! Awesome job to you and your daughter. |
| Apr 19 02:47:38 | 16m 22s | Riposte | ♥ 2 | Loved it once I got the hang of it! The increasing rhythm really is a clever mechanic. I can see easily getting good enough to far surpass this score, as the real limit with a linearly increasing rhythm would just be how quickly you can press the right button. score.png The aesthetics and visual effects are some of the best I've seen in the jam so far! |
| Apr 19 23:59:50 | 21h 12m | Snowcastle Meltdown | ♥ 1 | I think you did a solid job implementing the systems! Everything worked, and I understood the game loop pretty quickly. The tough aspect of this theme is that the typical interpretation is "last as long as you can, eventually game over" (my game included!), which might feel like a loss. I don't have a recommendation on what you might have done differently. I think you did well! Keep at it! |
| Apr 20 00:05:41 | 5m 51s | During Light | ♥ 0 | I'm not sure what happened, but on my first load, the yellow box and line didn't appear! I just had the "click to gather" graphic, but my clicks didn't seem to have any effect (on the candles or monsters). After the first loss and reload, that problem fixed itself and I got to play properly. I like the mechanic a lot! You've mentioned balancing more, and I think that's a good idea. Some kind of indication of my final score would have been nice, too! The audio might have been supposed to sound like a flickering flame? It didn't really work well for me, but I like the idea. |
| Apr 20 00:16:27 | 10m 46s | Cussmuss: the ice cone fuss | ♥ 1 | It wasn't clear to me what my left click did. It seemed to allow Goose and Moose to pass through objects? But sometimes it seemed to redirect the ice cream cone? I wasn't sure what I really had control over, and that should be pretty clear in a game. Otherwise, the artwork and the story were very imaginative and well done! |
| Apr 20 00:21:34 | 5m 07s | Death By Balloon | ♥ 1 | This was a lot of fun!! The graphics and the sfx and the music did really well together. The mechanic was pretty smooth, even if the "wall jump" off the balloons takes some work to master! It's a smart idea, rather than the knight just bouncing off the top of the balloons to get height. Very well done! |