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SkullFace

  • Currently 4.3/5
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4.3/5 (71 votes)

If lil' SkullFace is going to make it through the Greg Sergeant-developed action platform game that bears his name, he's going to have to run, jump and duck like a mad-skull, since spikes, enemies and magic portals abound! SkullFace is an engaging, if unforgiving platform with tight controls and that parkour-perfect sense of flow.

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9 Comments

Oh man this game rules. Short, challenging levels that feel like you're consistently getting better even as you die again and again. Constantly introducing new elements. Basically everything a challenging platformer should be.

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lavalanche December 20, 2012 3:23 PM

Great game. Very very satisfying. oooooooh! suits you sir.

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This is a really well made game.
While I personally found the wall jumping a bit iffy (perhaps that's just me,) there is one mechanic this game offers that outshines most other "Time Trial Platformers."

The re-spawn mechanic is perfect. there are many platformer games that have a time trial element where upon dying, you are pulled out of the game's momentum with an, "Oops you died! Care to restart or quit the level?" window.
Creator Greg Sergeant, recognizes this issue and implements an "immediate re-spawn" mechanic where your timer resets and you are back in the game in less than 1 second,
keeping the player fully immersed in their experience.

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Yes, this game is awesome. Very well done. It's very challenging, but it lets you just keep trying and getting better. The flow of the game is great. The controls are responsive and precise, the roll mechanics is great.

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I know the elitist (or more sensible) gamers among us will say DUH!... but do not play this game in IE. The controls are uncontrollable which creates a paradoxical tear in the space-time continuum, meaning I get annoyed.

PS. Congrats to everyone on surviving the end of days. We are awesome.

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silent george December 22, 2012 12:00 PM

I agree with all the positive comments, especially Ruesikin's point about immediate respawn. Hadn't noticed that before reading, but he's right: Flow!

My quibble is on the jump-land-roll mechanism: It is needlessly punitively to make you enter a roll the millisecond you land. You should be permitted to engage "roll" while in midair, knowing your skull-faced ninja will be rolling as soon as landing. That's how it is in REAL LIFE, anyway.

Also, I'm totally stuck on Lvl 15 Robo Church. I just can't get enough lift on that second creature-back-jump. Tips?

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George -- hope this helps

As you make the first drop, steer just to the right a little so you land just behind the first creature's neck.

Hold down the right arrow, and you *should* bounce right across all four creatures, then bounce onto the wall, from where you can navigate around the mace.

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silent george December 24, 2012 1:21 PM

Thanks, JustMe, but I should've been clearer. That part I can get past; it's the 4th creature who isn't giving me enough bounce to grab the wall above him. I'm sure it's just a matter of a pixel and a millisecond. Sigh. More coffee...

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