As you may know we released a closed beta demo of TOB a little while ago. It was received with great joy and people from all over the world had a blast. Now you can take the beta for a spin yourself if you haven’t been able to before! Please download the TOB Beta Demo from here:
It is only one level to play (which should take anywhere from 3 to 5 minutes). Also, it may not be all that easy (by design) to get through it. We like a fair challenge
Finally got to play it (never got my beta link sent to me when I contributed… although I didn’t follow up on it). Graphics and atmosphere are great, everything is bouncing and moving and fading and spinning and the characters have a lot of … ahh character
On the other hand I found the controls sluggish and the collision detection on the platforms quite bad (not just a few pixels out, I could stand completely off the edge of a platform without falling, see below). I think you’ll have to tighten this stuff up, a platformer without precision platforming can be pretty frustrating.
Thanks for playing! Controls are often a matter of taste. In our case we feel they are very solid. As for pixel perfect collision, I was and never will be a fan of that. There should be a margin for error and that’s what we have. Again, matter of personal preference.
I think this looks great, controls really nicely, and sounds awesome (especially the music). The one critique that I’d have was that it wasn’t clear what I could and couldn’t jump onto. In particular, the boxes that say “Up” - my brain immediately said “Oh, that’s where I’m supposed to jump up”…
I think it’s going to be a fantastic game though. Really looking forward to the finished product.
Thanks for playing and your kind words! Glad you like the style and gameplay! We will have a few more indications as to “where you can go” in the future. However, players are also encouraged to explore as there is usually more than one way to go about finishing the level. Happy to hear that you like the music. Dave Dexter really did an awesome job! Couldn’t be happier!
I’m not saying pixel perfect collisions are necessary, but to be able to stand many pixels out in to the thin air seems like a little too much leeway (not sure why attachment didn’t work last time):