Kveldulfur hat geschrieben: ↑01.10.2025 22:29
Hi everyone!
While everything has already been clarified, I’d like to revisit the topic of “jumping” once more:
Tapping the fire button briefly results in a jump to 50% of the maximum height. This short jump is sometimes even necessary. Holding the fire button longer allows you to jump up to 100% of the maximum height, but you can also cancel the jump early—for example, at 75%.
During beta testing, we had a joystick that unfortunately had auto-fire enabled. This meant that as soon as you pressed the fire button, the joystick simulated continuous fire. As a result, we could only perform short jumps and initially thought there was a bug in the program. Turns out, it was the joystick—so watch out for that!

Otherwise, have fun testing!
Janko
Hey Janko,
Thank you so much for your response. Things had been clarified indeed, which was a big help. I really appreciate the time and energy you have put into this game. It is all very professional and it also looks very pretty. I think you absolutely deserve credit for this, and I hope your game will receive good points.
When I saw the solution, which I obviously missed, I even felt a bit 'dumb' and I thought: why didn't I come to this solution myself.
I am not completely sure whether this is the game for me. This is personal of course. I am jumping between two thoughts. On one hand I really like the technical achievement of such a game, and I was wondering: oh I missed version 1 t/m 3, so obviously I have not paid enough attention the last years (which is actually true, my Atari has been gathering some dust the last few years). On the other hand, I am sometimes losing a life, which feels like it is not completely my fault.
I can remember years ago when the game Yoomp! was released, one of the positive feedback points was that people who lose a life, do feel that they can only blame themselves for simply not playing right. The 'controls' of the game in Yoomp! feel very intuitive and natural, and when you lose, it never feels like it was because the game was picky or something like that.
I am sometimes getting the feeling that the difficulty of your 'Mario-style' game leans heavily on precision rather than strategic challenges. I had the same with the Polish game Włóczykij. I really loved Włóczykij, but eventually (in level 4 or so) I mainly die because I kept my joystick 1 microsecond too long in a certain position, or I jumped just 1 microsecond too early. That leads to a certain type of frustration, that I am probably too sensitive for
It is honest feedback. I think you are a very talented coder, and you have created an amazing game. It is technically really top notch, and it really adds another 'Mario style' game to our so beloved platform, which our scene can only be grateful for. At least I am, so I want to thank you for creating it. I honestly think that you deserve good points for this game.
But on the other side, if you could find a way to make the game less reliant on micro-precision to maintain the challenge, it would make the game even cooler (for me at least.)"