This looks great. I'm going to go buy it now and come back to join the fun conversation here in a bit.
Having a blast so far with your game. I'll give a list of specific impressions soon, but in the mean time, I'm wondering if this is a bug:
It is not a bug, it is easter egg to movie Indiana Jones and the last crusade. Leap of faith. About portal, you missed some parts on some levels, check it on the map of levels(Screen after main menu). If you missed portal part, it will be displayed under the level button.
Portal Walk is a gem of an action platformer that is not without its quirks. The artwork has a graphic novel appeal that captures my personal fancy. The game itself satisfies the itch of a quick picker-upper that isn't too complex but fun. However, my main complaint is that the jumps are a little too floaty for my tastes. The activity comes across a bit sluggish and could be crisper. I appreciate the hard work and effort placed into this game by the developer and hope there could be more improvements to make the game activity snappier. @namespace url(http://www.w3.org/1999/xhtml);.entry{background-color:white!important}
World 3 sounds awesome but I'm not sure I'll ever see it. Level six and the boss of world 2 are brutal. Is there any way to avoid the hook attack of the pirate boss? The main problem I've had throughout the game to this point is the small L/R directional arrows. I'm playing on an iPhone 6 and find myself missing those two virtual buttons quite often and it's sabotaging some of the ability to move with precision. I like the appearance of the buttons on the screen because they don't occupy much space, but I thing the Portal Walk experience would be greatly improved by increasing the size of the areas which would activate each virtual button. I've attached a picture as a simple rough reference. The physics of the character's movements don't feel too floaty to me, but that's just personal preference. Also, the slingshot attack is great. I love the arc of the shots and trying to utilize that to eliminate far away enemies.
Thx for your review, we appreciate it! 1. About controls: We already improved the controls, we increased the area of virtual buttons. 2. We increased little bit the speed of character. 3. About second Boss: Try to stay in the left part of the screen, and when the hook near you, jump. This Boss is hard but possible to kill without life loses. 4. Third world already building.
Thank you, you've done a great job so far with Portal Walk! Your enthusiasm and commitment to this project are encouraging.
When we meet people like you, it motivates to make game better, comfortable to play, making new worlds. We have a lot of ideas for another games, and we hope that Portal Walk give us boost and it will be the springboard for another games.
Have you thought about weapon upgrades? They could be fun, even if they were made available as an additional purchase (or purchases) like the revives. Here are some possibilities: Spread shot: Fire 3-5 projectiles instead of one to cover a wider area. Laser: Projectile flies straight and can travel through walls. NSEW (North South East West): Fire four projectiles simultaneously in each direction. Rubber: Projectile bounces off a certain number of surfaces before disappearing. Ice: Freezes enemies for a period of time and allows them to be used as platforms while frozen (like in Metroid). Napalm: Projectile explodes upon hitting the ground and fire spreads along the surface of the floor. Auto: Projectiles come in rapid succession as long as the "A" button is held. Sorry, I'm getting carried away.