Count on me to start testing from the beginning again when the new controls are ready. I moved to a new phone, so I lost my progress anyways!
Started all over. Jump feels much more precise now, I die less silly deaths. I just noticed something⦠I have the āall key fragmentsā achievement, but I am pretty sure I didnāt get them all.
Sweet, thanks for letting me know itās gotten better.
Yeah, I managed to get that as well on completing my first door after one of the patches. I must have screwed something up.
Hi
I have downloaded the game and have completed about 7 or 8 levels so far, Its quite a fun game to plan and the last update made controlling the character much easier. Some game play comments from me :
Having controls on the left and right side is very confusing, Iād prefer left-right on one side and jump on the other. I keep getting confused as I see both sets, my fingers also move around when not looking and I press unwanted button
Stepping on pressure pads doesnāt always make the platforms keep moving. I know some need boxes on them to do this, but the ones that donāt seem to have issues (example the first one I saw which told me about them)
When you need to put boxes on the pressure pads, its a total pain to try and get them on, I canāt push them on, I need to jump on the box then fall off a corner in the hope it might topple. Its not consistent. I am not sure if moving a box on to a pressure pad is meant to be one of the challenges aspects in the game (could be wrong :))
Its not immediate obvious how to get off a ladder, you need to hold left or right while going up the ladder. When I try and jump off (like a lot of other games) nothing happens.
Cool, I am glad you enjoy it.
Yeah, I agree this is confusing. I made that that way because when you get the grappling-hook you fire it wither with your left of right thumb (depending on the direction you want to fire it in), and that means I had to double the controls as you always need to be able to jump and move whilst firing the hook. Or so I thought. I am working on a different solution for the controllers, suggested by @DavidBVal, and will hopefully soon have a first draft of this.
You are absolutely right about this, thank you for pointing it out. Iāve just released a fix for this so when version 1.08 filters through Google Play pressure plates should be a lot easier to navigate.
This is also something I am working on. I havenāt got a good solution for this and what ever solution I come up with depends on what I do with the controllers. Rest assure I agree with you though and I am trying to fix it.
Thank you for taking the time to provide me with this feedback, it is very much appreciated!
Just sent a crash report.
Also, made the impostor flee but didnāt get the achievement
Changes look good, some more feed back
The grappling hook graphics - They block the help text when you go past help sticks. I canāt therefore read all the help, it might be the size of graphics for the controls that I have on, the level that introduces the grappling hook is a prime example.
The grappling hook length is fixed, to me its intuitive that if I jump closer to a ceiling the length of the rope is smaller. when you need to use the grappling hook to open more doors the rope is too long to get on the next platform. I managed it but I am not really sure how
This might be just me, but if I press the right grappling hook button I expect the rope to go right (Its just how my brain thinks). I know why you have done it (so the aim part works) but with out other visual clues my brain is fixated on things going in the same direction as where I press on the screen.
Oh joy! A native crash with pretty much nothing indicating where it went tits up.
This is dissapointing, I will have a look.
In other news, work on your proposed changes for the controllers are moving ahead at a slow-ish pace.
Great! I am eager to see how you actually design it, because I canāt come up with a perfect interface that allows movement, jump, AND the ability to throw hook while holding any of the other two. ???
Other than that, I agree with ziozio. The lenght of the hook shouldnāt be fixed, if you throw it to a closer wall/ceiling, Iād like it more if it resulted in a shorter chain.
About the crash, I am sooo curious. Can you share the stack trace? ;D
I am not sure Iāll get it the way I want, but with other changes such as the one suggested by you and @ziozio, it might work anyway.

Other than that, I agree with ziozio. The lenght of the hook shouldnāt be fixed, if you throw it to a closer wall/ceiling, Iād like it more if it resulted in a shorter chain.
Iāll try to implement this before finishing the new controls.

About the crash, I am sooo curious. Can you share the stack trace? ;D
#00 pc 0002034c /system/lib/libdvm.so (dvmPlatformInvoke+112)
#01 pc 00050fcf /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+398)
#02 pc 000297e0 /system/lib/libdvm.so
#03 pc 00030c6c /system/lib/libdvm.so (dvmMterpStd(Thread*)+76)
#04 pc 0002e304 /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+184)
#05 pc 00063431 /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+336)
#06 pc 00063455 /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
#07 pc 00058133 /system/lib/libdvm.so
#08 pc 0000d248 /system/lib/libc.so (__thread_entry+72)
#09 pc 0000d3e0 /system/lib/libc.so (pthread_create+240)
This is most likely something going through Box2D code at some point. I just love errors like this.

This is most likely something going through Box2D code at some point. I just love errors like this.
I guess weāll never know⦠on the bright side, the game is really stable, only had that one crash in all the versions I tried, and honestly, almost every game Iāve tried on Android has had one crash at some point.
Tried the game. Works fine on my oneplus one.
At first congratz for the nice, great art in your game. I really like it. And it is a game: easy to learn hard to master.
Some thoughts:
- it is a speedrunner but why is the main character sooooooooooooooooooooooooooo slow?
- the get off the ladder you need really the second thumb ⦠mhhh I dont like it. I like to play a game with one hand. But when you know it is ok.

Tried the game. Works fine on my oneplus one.
Thank you for trying it.

At first congratz for the nice, great art in your game. I really like it.
I wish I could take credit for the sprites, but I got them off opengameart.org.

And it is a game: easy to learn hard to master.
Some thoughts:
- it is a speedrunner but why is the main character sooooooooooooooooooooooooooo slow?
- the get off the ladder you need really the second thumb ⦠mhhh I dont like it. I like to play a game with one hand. But when you know it is ok.
The character is slow (or slower compared to other platforms) because of the complexity of the controls. I felt that the player needed a slower game to compensate for using onscreen-controls to do complex actions. I know it seems like heās unnecessarily slow in the early stages, but as you progress the game getās a lot harder and it helps that the pace is slowed down.
As for the controls and the issue with the ladders, all I can say is I am working on something else for this, but it will never be a perfect solution I think. Itās an ambitious task coming up with a control scheme that allows for the actions required, whilst still suiting most players.
Thank you again for trying the game, and thank you so much for taking the time to provide me with much needed feedback.

Changes look good, some more feed back
The grappling hook graphics - They block the help text when you go past help sticks. I canāt therefore read all the help, it might be the size of graphics for the controls that I have on, the level that introduces the grappling hook is a prime example.
The grappling hook length is fixed, to me its intuitive that if I jump closer to a ceiling the length of the rope is smaller. when you need to use the grappling hook to open more doors the rope is too long to get on the next platform. I managed it but I am not really sure how

Other than that, I agree with ziozio. The lenght of the hook shouldnāt be fixed, if you throw it to a closer wall/ceiling, Iād like it more if it resulted in a shorter chain.
@abcdef, Iāve moved the text thatās displayed when you read a sign higher up on screen, hopefully that alleviates the controls hiding the text issue.
Iāve also changed the way the King grabs onto the grappling hook chain, so that he doesnāt always grab hold at the very end. If it attaches to something early, he will grab hold higher up, leaving the extra bit dangling below him. This should fix the concerns of @abcdef and @DavidBVal.
Itās all in version 1.09 which should be with you shortly (when it has filtered through Google Play).
I just realized Iāve left this here in WIP, does anyone know what I need to do to move it away from the Work in Progress board and onto the Showcase one as I am considering this one done?
You should probably message an admin to do that for you. Ask Riven, heāll move the thread
Moved

Moved
Much obliged.
Played this one after seeing it in wip⦠itās well done.
Interesting concept, well implemented. I liked it.
Uses box2d right?
Did you do the art yourself?
Whereād you get the music/sounds?
(Iām assuming youāre solo or small team)

Played this one after seeing it in wip⦠itās well done.
Interesting concept, well implemented. I liked it.
Thank you! I appreciate the feedback.

Uses box2d right?
It does, yes. Itās built with libGDX and the physics is Box2D.

Did you do the art yourself?
Whereād you get the music/sounds?
Most of the art is from OpenGameArt (A Platformer in the Forest and deadEarthās music), I canāt really do any graphics or music so Iām relying on Creative Commons assets. Some of the sounds are done by me but most are from freesound.org.

(Iām assuming youāre solo or small team)
I am just me. By myself. On the train to and from work.