Subanlo para Android pls
A downloadable game for Windows, macOS, and Linux
A puzzle platformer where you can only jump twice.
WASD/arrow keys — movement and main menu navigation
space — jump/advance dialogue
R — restart
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Hi man! I liked a lot the idea of the game it's unique! I found great the sound the only thing that I found disturbing to the eyes view is the first type of transition end level --> next level (but I think it's a personal thing). Great Job!
I really enjoyed this game, the puzzles were interesting and mechanics fun. My only complaint is that sometimes the only reason it takes one level 20 tries is because I figured out the solution but the mechanics make me mess up eg overshooting on springs. More room for error would probably help. Still would recommend though :)
Really enjoyed the game! I got the ending bug but I looked up the ending. Thank you for your content! I did really like solving the puzzles, and their difficulty was satisfying to solve. I got stuck for soooo long on the double spring bounce one lol fun game!
Quite the challenge, really liked the difficulty curve. It is weird that the protagonist seems to go faster with a broken leg, then again he did break his legs multiple times. :)
Definitely fun for me, even if the controls are a little janky. I think with some fine tuning it could be really excellent. I also encountered a bug where I could not see the ending, and had to force quit the application on the windows version. Overall I really like the concept and had a lot of fun playing it. A level editor would be an amazing addition.
I really liked the concept of this game. If you watch the video please subscribe it really helps a lot.
So far I love the game. And theirs always a way I noticed, like with that level with four buttons I figured out which ones were the right ones by counting the number of jumps I would need to press two then get to the door. Also nice use of the Godot engines tile map, if your wondering how I knew it's because of what the files looked like when I unzipped them and because I ran it in the terminal so I could see Godot printing things like core/node.tscn which in my book makes it a hundred times better simply because it was made with Godot :). Also did I mention the games fun.
Except for one thing 2 hours later i'm still stuck on this level.
Yes..... I was stuck on that level for so long lol
Havent finished yet... tried to take a break so I can do something else. cant easily find a way to pause or save progress. is there a in game menu?? that would help a lot. I know if i had to play through once or lose all my progress, I probably would be less inclined to play again.
This game started off strong before almost instantly going from fun trial and error to knowing exactly what needed to be done, but being unable to actually pull it off due to the strange way the character accelerates. The later levels require a number of precise jumps much better suited for a game with appropriately responsive controls.
Overall, I liked this game right up until around the level after the boxes were introduced, and I stopped having fun and started getting frustrated. The underwhelming ending (which I had to look up on YouTube due to just getting a black screen after completing the last level) didn't make it feel worth it either.
You've got a very interesting concept going, but the execution leaves a lot to be desired.
I had the same problem with input lag. There is just too much time between when you press a key and when the character moves. It's frustrating tbh.
It didnt open :(
I like your game, I had a lot of fun with it. Keep up the good work!
I don't have a long critique or review of the good vs bad, but if you have any questions about anything specific i'd love to give you some feedback.
Cheers, i'll keep an eye out for your future stuff!
This, in my eyes, is not a very good game. You start out with the idea that you are injected with something and once you jump, you break a leg. This is a seemingly interesting premise before. After 5 minutes of levels with little challenge and little new or interesting gimmicks, you come to a couple levels that require tight platforming. Two jumps that would be easy in any other game are made a chore because you have a slow start-up and landing animation, and the restart button which would generally be next to instant takes a few seconds which is a snail's speed if you keep restarting to try again.
This game just annoyed me. i didn't find much enjoyment in it. Its a cool idea but ruined by horrendous controls.
Hello! i really enjoyed playing your game it had very interesting concept along with decent difficulty to go along with it! i made a video on your game i did beat the game and i did catch a possible bug i have no clue :P i put it at the beginning of the video because i thought it was funny also one last thing will there be a possible leg breaker 2 because this was really good and fun to play!
Ah you did catch a bug, thanks for letting me know! More importantly thanks for playing and I'm glad you enjoyed the game :) As for a Legbreaker 2 my only plans for the game right now are a small update with some tweaks and bug fixes, if Legbreaker 2 happens it'll be way down the line. Either way it's exciting that you and others have enjoyed the game enough to be interested in more!
Legbreaker looks amazing! Any chance that there'll be a Linux build in the future?
Just uploaded one! Let me know if it works.
I loved the game! It was amazing. The level design is so good and while it is hampered down by some imprecise controls, the rest of the game's qualities hold it up. As a 2D artist, I really appreciate the art style in this game along with its color palette. Keep up the great work! If you ever need an artist to collaborate with, don't hesitate to hit me up.
Awesome game! Just added it to my home arcade cabinet, the kids are having a blast too cracking up watch the poor guy struggle through the levels.
I started playing the game, it's fantastic! the puzzles are fun, and the art/graphics are pretty good. got some pretty Hollow Knight
Deepnest-y vibes from the art, and Celeste-y vibes from the game-play. that aside, though, i do have one request. could you please make something like a little menu that you can use to get out of the level/game? It really is annoying having to use the windows button to get out. Thanks for the game!
Thanks for playing and I'm glad you liked the visuals/gameplay! I'm considering putting out a small update in the near future with some quality of life changes e.g. bug fixes, tweaks to movement, etc., so adding a more robust menu system will probably go in there as well.
Clever premise, I loved how many good puzzles you were able to create with such limited space to maneuvre and the numbers of jumps. The art looks great, those split second screens after you break your leg are a nice touch.
I'll abstain from mentioning the controls since other people already did :)
Overall amazing job and I wish you good luck on your next projects!
I want to play it but the download fails on my PC :(
Oh no! sorry for that. Just so I can try to figure this out do you mean that the you couldn't open the file after you downloaded it or that you just can't download the game at all from here?
Congrats on getting featured on Kotaku!
Whoa. I just found out about that from your comment, thanks for the heads up and for the congratulations!
I had a lot of fun! I got the bugged ending though.
Great game though, stay in touch!
Ah, sorry for the bugged ending! That aside, your video was fun to watch and I'm glad you enjoyed the game :)
Super fun game! I fell onto the youtube video and after watching the first level I paused and went to go try it. The art style, unique puzzling, and atmosphere this game gave was awesome. Some of the puzzles actually had me stumped a few times haha. At first I was wondering how long this game was gonna be knowing the the options are quite slim, but this exceeded my expectations by a long shot. But one of the things that was kind of a pain sometimes the movement. Like other said it can be hard to do precise movements. The level (near the end of the game) where you had to press the switch at the right of the screen with the two 1-use springs on spikes, and two staggering poles was a huge pain. This level took me the longest, because you have to do very precise movements. It took a while to do midair counter direction inputs, and that's if you pressed jump at the right time. Because of the slight delay before movement when you press the key, and having to jump not too soon, or too late, in the tight space, was a hit or miss. So I would rather get the jump right, and then miss the midair counter direction input, or mess up the jump and die. Maybe I was making it too hard on myself haha, but that one level was a pain. Oh and I was also gonna say that the ending of the game seems to be bugged for the windows version but that has already been pointed out here. But other than that the game was actually awesome and I really enjoyed playing that fun short game. Also really liked the dialogue and story that was added into it, gave me some Celeste vibes, made you feel more connected with the game. I am excited to see what future projects you have planned! I am definitely going to stay tuned for those!
Thanks so much for the feedback and thanks for playing! Of course the movement seems to be a pretty common issue that people have had, but another thing that was challenging was coming up with difficult puzzles that didn't feel cheap. It sounds like I went too far with with the misdirection on that level (I think the fourth level, where you have to crawl under a platform might be another case). I was also a bit worried about how much depth I could get out of the premise so I'm glad to hear that it exceeded your expectations! The Celeste comparison is also really flattering.
Well you did an excellent job on making difficult puzzles that didn't feel cheap. The more I think about it I think the puzzle itself on that level was actually quite good, just executing the solution was the issue. A maybe solution could be just resizing some things. Like the roof above you at the bottom so you wouldn't hit it. Part of messing up could be mental, like I would think too much about hitting my head that I would miss the spring. I am not a game designer by any means haha so I am not sure if that would work. I didn't really have an issue with movement other than that one level tbh. But faster or instant response on pressing left or right and air mobility could make +those challenging levels more viable, which could also mean you could make more of them. And the fourth level where you have to crawl under the space I didn't see any misdirection, maybe a little to just fool you over a quick glance and just jump to the bottom. I noticed the bottom being impossible on the first try and then I saw the top crawl space. Because you wouldn't think at first to trash your jumps haha. Feel liking talking so much about that level is devaluing the game, which it doesn't at all. Idk if I gave as much emphasis needed about how much fun the game actually was. And it did give me Celeste vibes haha (I love that game), do you have any plans on extending this game? I am not sure what other element you could add to further problem solving, but from the concepts you did present in this version you did an awesome job! (Maybe arms? Lol, arms could bust after doing something, throwing something maybe. Gotta watch out for all your limbs though, because then you can't move.)
Okay, I just want to say first off the music and art style in this are a straight 10/10 really great atmosphere, but the controls really let this game down a bit, most of the time they were fine, but for certain jumps that required very precise movements I felt like a lot of the time my success was attributed mainly on luck and not skill with my main problem steming from the broken leg jump where you can't move very precisely. Other than that I really enjoyed my short but sweet time with this game and I am looking forward to future projects from you. Great job dude
People who have played seem to be pretty much in agreement when it comes to the movement. I definitely experienced the awkwardness that you and others described during playtesting but decided to go ahead with the system I had. The reaction to it has been a pretty good lesson on avoiding prioritizing aesthetics/realism over the feel of the game, so I'm at least glad to have made that mistake early on. It helps a lot to hear what people think, so thanks for the feedback, positive and negative, and of course thanks for playing!
Amazing artstyle, cool concept and a pretty good level design. BUT FOR THE LOVE OF GOD THE CONTROLS GAVE ME AN ANEURYSM. The fact that you can't move precisely (as in tapping a directional key and actually moving slightly) after doing your first jump (while it makes sense since the character literally broke a leg) got quite annoying. And that one stage with the 2 buttons, 3 jump pads and the spikes where there was a jump pad on the opposite side threw me off really bad. I kept thinking I had to use it. Limited number of jumps kind of makes you think you need to use it. But you can just crawl over the 1 block gap near the exit. Not to mention it felt quite weird that the character stopped moving for a split second after landing with both legs intact. Other than that, amazing game. Loved it. I also got the black screen ending, but the ending wasn't the point of the game. The gameplay was. And it was good. Amazing job.
Hey, thanks for the constructive feedback and I'm glad you enjoyed the game overall. Getting specific comments like yours is really helpful in letting me figure out what I'll need to work on/playtest/think about more in future projects :)
Is the True ending just a black screen
Ah that's a bug, thanks for pointing it out. It seems to be a higher level Godot thing that happens in the export so I don't think I'll be able to figure out how to fix it right away. But if you finished the game and got a black screen here's the ending:Anyways apologies and thanks for playing!
Amazing game dev had so much fun playing it :) i hope you enjoy my gameplay