Jump Pirate Timelapse

Here‘s the timelapse video of me making Jump Pirate. I think there’s a frame (at about 1:37) of the final screen with “0 deaths” written on it, but that was a (subsequently fixed) bug, unfortunately.

Comments

kaktus
02. May 2010 · 18:46 UTC
First of all: Thanks for your beautiful little game. I really like the visual style and the exploration aspects. At first the difficulty curve seemed just perfect too. But what I really don’t get is, why it has to become so *****in hard? If you have to perfectly time doublejumps on a few flowers over the water, hoping that plant will grab you and dying all the time, its just too much to realise that you slip of that plant into the spikes.

Not that i have anything against hard games. But this is ruining all the fun. Its unfair to the player, because the game gets just very, very frustrating. So the only thing the ultrahard difficulty at the end gave me was: I quit it being angry instead of happy. And its the same for all these modern platformers that get this hard: Even when I am able to make it to the end, it just doesn’t feel right. It feels like you are laughing about me.

So please, go on making charming games but think about the difficulty one more time.
snowyowl
03. May 2010 · 11:24 UTC
Sorry about that. I specifically tried to make a nice difficulty curve in this game, so that it starts out easy and ultimately gets very hard. All the platforming elements are introduced in order, and some of the totems require more platforming skill to collect than others, so that by the time you reach the final area, I planned that you would have the skills necessary to finish it.

But I didn’t have much time left by the end, and I was also running out of ideas for level design, so the final level gets harder much faster than the rest of the game. It was also a consideration that most of the areas can be visited in any order (I liked the “exploration” aspect of this theme), so if one of them was significantly harder than another, that would be confusing if they were seen in the wrong order (i.e. harder levels played before earlier levels).