So, I played until the ladder section and then quit out of boredom.
What's good about your game:
- the difficulty selection screen
- the blood splatter effect looks better than in most fangames
- the sprites are okay, but also get boring after a while
What's bad about your game:
- there's not a single fun jump because most of the time stuff is just falling down (you have static platforms that fall down, moving platforms that fall down, falling platforms that fall down); the problem here is that most of the time you won't be able to execute a double jump because the platforms are falling to fast; so this is not fun or challenging at all
- the safe spots in the game aren't really save; everytime you encounter one it feels like you made the level design without implementing save spots until you realized "oh, there's something missing, let's put one here and one there, I don't care"
Since this is my first post on the forums people might think, I just came here to bash fangames for no good reason. But that is just MY opinion and I think that this is not a good game.
Edit: One thing I forgot to mention; PLEASE make the .exe unzip into a seperate folder; I have a big folder with like 40 fangames and I hate it when I have to make a new folder for an .exe and every data is floating around...
I don't think you're bashing fangames at all. You actually have substance to back up your opinion, so you shouldn't worry about getting the axe.
Anyway, regarding the game, I appreciate that you decided to randomize the first boss's attacks, but I think you misinterpreted me.
The boss has exactly three attacks: the silver chains which hurt you, the purple web where the boss goes to the right, and the purple web where the boss goes to the left. From what I understand, you made this boss pretty much just like how it was in whatever game it came from, but I think you should do more with it.
If you are going to have random attack order, then to distinguish between the chains where the boss crawls down to the left or to the right, you should make sure the player can predict which way the boss will go.
You can do this by making the chains a different color when he's going right as opposed to left, or by having two distinct web patterns.
In addition to this, you should give the player more time to react to the incoming attack. Right now, the boss comes down immediately, and if you are on the wrong side, you're screwed.
I also tried out the beginning of the second stage. As Alpha stated, your falling platforms fall too fast, and more often than not, you lose your double jump because of it. There's one part in the second stage involving platforms like this (quite early on) where this flaw renders the jump sequence impossible; I had to save hack past it to explore further. Either fix the platforms (preferably,) or take out the spikes that prevent me from completing the jump.
I think your heart is in the right place, but I'm feeling a little too much Boshy/Kill The Guy in terms of gameplay. But that's just me, maybe. It still plays well for the most part, but I think you should develop the game at a slower pace so that you can look back on what you've done to make sure everything works like it should.