An adventure of epic proportions. Perfect for young readers.

Iridescent

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4/5 (57 votes)

When your sister, Bubble, falls ill it is up to you to go seek out the only cure that is lost in a deep mine. With your trusty slingshot and mysterious glowing spectrite stones you'll have to venture into the depths to find the cure in this puzzle platformer originally made for StencylJam2015.

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8 Comments

Tobberian May 19, 2015 10:01 AM

@Programmer
It's bad practice to not show all key/button explanations somewhere.

@JAY
Because of above you missed SHIFT for "temp boost".

(For all we know there could be hundreds of more functions).

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Leopardmask May 19, 2015 2:15 PM

The control on this game is very weird, at least on my computer. It's not very responsive. Also, I played from somewhere else that doesn't handily give controls in the review, the game didn't show them in game, and I was very confused as to how to hit a button I could jump to or why I was picking up gems. Otherwise would be a very fun game, but I couldn't move my character very well because of the previously stated unresponsiveness on my computer.

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Even though it's a practically useless function, that's definitely the best "pause" menu I've seen in a while.

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Tobberian May 20, 2015 4:23 AM

TAB?.. they really should have used the Konami code.

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How do you get past the first door?

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HaloInverse June 9, 2015 9:22 PM

I managed to complete the game without knowing about [SHIFT], [TAB], [P], or [M]. The "Settings" gear leading to a "Retry" looped-arrow was fortunately obvious, but could have used a "?" icon which did what [TAB] does.

Dashing wouldn't have been helpful for anything but convenience with long hallways, though - no platforming/doors required it, and the monsters (and boss) were slow-paced enough to leisurely walk away from and/or normal-jump over. The primary challenge with the boss was to avoid shots that were too low to walk under (no ducking!) AND too high to jump over safely, which needed a bit of strategy with using the lower areas as cover without being trapped by a low swoop. This could still be accomplished (with a few retries) without dashing.

This is still pretty good for a five-day contest entry...BUT. This is "polished" as in "shiny, pretty, charming, creative, and lacking obvious bugs", but not as in "complete" or "well-tested", sadly. In addition to de-obfuscating the key bindings, the dashing should either be removed as superfluous, or more platforming puzzles/creature behaviour added which would make dashing necessary.

All in all, I feel this is clearly good enough in concept AND presentation to deserve being worked on further.

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