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The Binding Force

by Irock

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This is a demo.

Left and Right to move
Z to jump
X to use weapons
Up and Down to aim up and down
Down to enter doors and interact with objects

Update 4/20/11 - Fixed a broken door and removed a broken enemy.
Update 4/20/11 - Increased horizontal air slowdown.
Update 4/19/11 - Addressed issue where block would fall through floor on slower computers.


plz provide game steps for above game, i am new to stencyl

0 1 year, 1 month ago
I like it but is kind of hard to finish the boss battle
0 4 years, 7 months ago
Did u get your character from one punch man? (Saitama).By the way good job.
0 4 years, 10 months ago
mario thinks this is a sexy piece of junk :D
1 5 years, 7 months ago
Indie Dev Labs
How was the music for this game made?
How did you create the art?

0 6 years, 2 months ago
Quite a moderate platform. Nice actor. Was it designed by yourself? Very fun game
0 7 years, 9 months ago
the character is cute!
0 8 years, 4 months ago
Something I am constantly noticing in your games is that you often times do not give enough instruction on completing levels or even small sections of a level.

What I mean is, creating difficulty through level design is fantastic. But challenging the player by throwing a curveball at him when he doesn't even know theirs a baseball isn't the right way to do it.
(Don't challenge the player by adding unknown features to the game)

An example of this is when you must push the brownish block over to jump up and press the red button up on a platform above. This is challenging because the player doesn't know that he can push the block, not because it's a clever level or because it's actually difficult to pull off.

Instead challenge the player by teaching him about a feature (such as pushing blocks) and then combining that with a pre-existing feature that further challenges them to reaching the end of the level. An example would be if instead of having to push the block, you had to also dodge falling slimes (or something of the sort). Now obviously this would cause a new problem, slimes blocking the path and no weapon to kill them yet acquired, therefore this would be a reasonable time to implement an unknown feature; pushing the block over slimes kills them (because it's pretty self-explanatory and the user will already attempt to continue pushing the block anyways).

This obviously wouldn't be THAT challenging but I am sure you could think of something to help with that. All I am saying is that your games need to make sense, the player should know what he is capable of (or be able to insinuate it easily). Challenging them by adding in unknown features is just frustrating and annoying. I am having a hard time enjoying your games because of it.


0 8 years, 4 months ago
I wish you pressed spacebar to jump.

0 8 years, 4 months ago
i have trying to play form this moring and i did not win it wet i am at the part where you got to get he key !
0 8 years, 10 months ago

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