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    129 Game Reviews

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    tips on germaphobe? hallways are too narrow to avoid people without bumping into walls multiple times

    thank god for easy mode. starting from the first jump after the second cutscene it's basically mandatory. came back trying to get the last secret medals but after two identical playthroughs i have absolutely no clue, so i guess it's gonna stay a secret

    edit: i'm gaming; can confirm the "true love" medal is obtained from clearing the game on normal difficulty.
    turns out there's a difficulty spike right at the beginning of the game (after the cutscene with the spaceship) where all the jumps are considerably harder to land then the rest of the game, which is what put me off from attempting it, thinking it would only get harder (which was not the case).
    even then, the checkpoints are plentiful and you get infinite tries at every jump, so it's really not as frustrating as i recalled it.

    for anyone struggling at the jumps on the slopes:
    simply walking down on a downward slope won't let you jump far enough, and sometimes will just eat your jump input.
    to cross wide gaps, you have to directly land (from mid-air) on the middle or lower part of the downward slope and jump as soon as possible, as you will slide and jump farther than normal.
    keep in mind that walking to the middle of the slope will just make you slide off, and most of the time you'll just fall to your death anyway because the controls are finnicky like that; wouldn't be surprised if i managed to perform this correctly once every 20 deaths.

    if you want to stand on a slope without sliding off (for example, jumping toward an upward slope), landing on the top corner of the slope is the same as walking on flat ground; just be wary of your character momentum as it tends to walk off anyway, and the foodhold is overall small.

    i'm glad that the loading screen at least showed the increasing numbers this time, so at the very least i can tell it's not just a black screen.

    i'm not sure if i can say anything about the difficulty of the puzzles since most of them (along with the general setting) are very close to the original riddle school so i already came in half knowing how to solve them. aside from the first password puzzle (the solution of which i still consider to be a real stretch) i found them pretty straightforward.
    another thing to note is that you can tell the environment is identical to the original riddle school, but not much thought was put into how those rooms should be used for the purpose of the game. as a result, the cafeteria can be entered but serves no purpose to the game since there's nothing to be done in it.

    in regards to bugs (if you can call it that) some work could be done on how speech bubbles are handled. personally i'd think it would be much better if you didn't have to click directly on them to proceed. also clicking on a different interactible object will bring up its reaction even in the middle of interacting with something else (the previous interaction will be stopped midway).

    unrelated to the game, but i figured i'd mention that you should paragraph your description at the very least, since i didn't even realize the link provided was a walkthrough at first because i didn't bother trying to read through the wall of text.

    RubixDude10 responds:

    Thanks for telling me all this. I'll try to fix the bugs you mentioned in this game. I'll fix it for this game and then make sure everything works in the sequel. I'll try to be more original next time with the map design and try to give every room a purpose, well not every single room like the hallways but I'll try to add something.

    the maze is really difficult.
    after having to restart it twice because the whole teleporting thing kept getting me lost, i decided to just hug the right wall and that worked out. still faster than trying to navigate it legitimately.

    larrynachos responds:

    You could almost say it's... agony.


    Thanks for the review!

    adjusting game speed with + and - is the most game changing feature i've ever seen in a puzzle platformer. no more struggling on the same series of pixel perfect jumps for one hour straight because you can't pull it off.

    i really like the idea of seeing multiple people running around mazes. it's neat.
    btw is the last maze even possible? jumpscares aside, it's literally a black screen.
    how is anyone even supposed to know if they're even walking into a wall or not, much less navigate it?

    edit: after looking it up i managed to get WebGL to work on chrome, and the light circle shows up. thank you for the quick answer.
    though i still could do without the jumpscares every 5 seconds or so lol

    larrynachos responds:

    Your browser doesn't support webgl effects. There's a circle of light that's supposed to follow you around and reveal the maze to you

    the scorpio and the angie medals requirement are switched (getting 10 angies gives you the scorpio medal, getting 10 scorpios gives you the angies medal);
    the game itself is pretty fun

    Omael responds:

    Thanks. Will look into it. Check back later to unlock the missing medal

    I'm sorry but the whole rotating mechanic adds nothing to the movement, outside of preventing you from jumping if you aren't perfectly upright.
    On top of that, the fact that the disappearing platforms trigger regardless of which side is touched instead of when landing on them makes the entire platforming section hardly
    playable.
    I'll appreciate the creativity though.

    for anyone still looking for the color black, in the room above the orange pool (the one with all the cross shaped platforms), run on the floor all the way to the bottom left.
    under the left-most cross shape you can push a block (from the right, it will fall in the hole on the left). there's a hidden door that leads to black

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