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Cart [#12019#] | Code | 2015-07-29 | No License | Embed

SOME WOULD SAY IT'S TOO SOON. TO WHICH I SAY... Yeah, yeah it probably is. The original JELPI isn't even technically finished. But hey, I got the deadly spikes to work and made a whole cutscene...

plz tell me if you get to see the ending plz

P#12020 2015-07-29 18:12 ( Edited 2015-11-18 09:52)

:: zep

Haha, this is brilliant! I reached the end in around 5 minutes, and died several times from instinctively trying to use Celeste upwards boosts.

P#12034 2015-07-30 03:11 ( Edited 2015-07-30 07:11)

nice use of the go from goal at the start, now that's some clever sprite reuse!

that being said, the controls are way too slidey and bouncy for the controlled gameplay you're going for here. I can't tell you how many times I bounced off of walls into pits, or tried to walk to an edge only to slide off long after I released the key. It's basically impossible to move one pixel.

I beat it, but I did not enjoy it. I'm going to blame the existing controls for that, though.

P#12035 2015-07-30 04:24 ( Edited 2015-07-30 08:24)

While this is a very nice derivation, I'd like to agree with innomin - the controls initially aren't "tight enough" to permit complex platformer challenges without causing frustration.

P#12111 2015-07-31 16:19 ( Edited 2015-07-31 20:19)

I beat it in a few minutes and had fun! The bounciness is interesting.

P#16725 2015-11-17 19:50 ( Edited 2015-11-18 00:50)

Thanks! I'll admit I was seeing how far I could push Zep's JELPI demo with clever re-use of sprites and difficulty, and just like Mario: The Lost Levels it is obnoxiously difficult. hehe.

The forced cutscene at the end is probably my favorite part.

P#16727 2015-11-17 20:49 ( Edited 2015-11-18 01:49)

It's pretty awesome but I'm gonna have to echo the controls complaints. They're not nearly tight enough for the challenge to be fun.

P#16733 2015-11-18 04:52 ( Edited 2015-11-18 09:53)
:: Ikura

I saw the ending. Here it is (if you dare)

Jelpi falls

P#63213 2019-04-03 15:03

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