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	<title>Comments on: Vertical Impulse (Leon Arnott)</title>
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	<link>http://www.freeindiegam.es/2012/06/vertical-impulse-leon-arnott/</link>
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		<title>By: Niteowl</title>
		<link>http://www.freeindiegam.es/2012/06/vertical-impulse-leon-arnott/#comment-5132</link>
		<dc:creator><![CDATA[Niteowl]]></dc:creator>
		<pubDate>Sat, 23 Jun 2012 03:33:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1820#comment-5132</guid>
		<description><![CDATA[Really well done. Excellent game system design as well as level design. The HTML 5 version seem a teeny tiny bit laggy. Is this a general limitation of HTML 5 as a 2D game engine? (are there generally accepted REALLY fast 2D game engines?)]]></description>
		<content:encoded><![CDATA[<p>Really well done. Excellent game system design as well as level design. The HTML 5 version seem a teeny tiny bit laggy. Is this a general limitation of HTML 5 as a 2D game engine? (are there generally accepted REALLY fast 2D game engines?)</p>
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		<title>By: Eric</title>
		<link>http://www.freeindiegam.es/2012/06/vertical-impulse-leon-arnott/#comment-5117</link>
		<dc:creator><![CDATA[Eric]]></dc:creator>
		<pubDate>Fri, 22 Jun 2012 14:26:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1820#comment-5117</guid>
		<description><![CDATA[Excellent game!  The progression of challenge is really well designed.  It&#039;s Metroid-pongia.]]></description>
		<content:encoded><![CDATA[<p>Excellent game!  The progression of challenge is really well designed.  It&#8217;s Metroid-pongia.</p>
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		<title>By: J</title>
		<link>http://www.freeindiegam.es/2012/06/vertical-impulse-leon-arnott/#comment-5113</link>
		<dc:creator><![CDATA[J]]></dc:creator>
		<pubDate>Fri, 22 Jun 2012 13:34:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1820#comment-5113</guid>
		<description><![CDATA[This was great. I&#039;ve been a fan of Arnott&#039;s website for a while: anybody willing to make a Mac port of Spelunky is immediately awesome in my book. But somehow I hadn&#039;t seen this game yet, so thanks for the link!]]></description>
		<content:encoded><![CDATA[<p>This was great. I&#8217;ve been a fan of Arnott&#8217;s website for a while: anybody willing to make a Mac port of Spelunky is immediately awesome in my book. But somehow I hadn&#8217;t seen this game yet, so thanks for the link!</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/06/vertical-impulse-leon-arnott/#comment-5112</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Fri, 22 Jun 2012 13:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1820#comment-5112</guid>
		<description><![CDATA[(On second thought, that last part was probably a bit silly to bother pointing out. I think I&#039;m still hung over from trying to engage with &quot;Run.&quot;)]]></description>
		<content:encoded><![CDATA[<p>(On second thought, that last part was probably a bit silly to bother pointing out. I think I&#8217;m still hung over from trying to engage with &#8220;Run.&#8221;)</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/06/vertical-impulse-leon-arnott/#comment-5111</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Fri, 22 Jun 2012 13:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=1820#comment-5111</guid>
		<description><![CDATA[I like this a ton (though I don&#039;t understand how Arnott somehow failed to include a single cat).

I think the way it&#039;s respectful of the player&#039;s time was the right way to go, not requiring a complete restart after each mistake. As it is, each bounce up and down the play field requires a tiny bit of new strategy for success and there&#039;s a nice natural progression of each &#039;level&#039; being longer than the previous simply by virtue of passing through the previous run&#039;s middle space. There&#039;s something clever to be noted there, but I&#039;m not sure how best to phrase it, something about the spatialization of level progression I guess, like the play space itself is a progress bar expanding in both directions. (Of course, you could say practically the same about any linear game, but its the backtracking that lets you see that growth.)]]></description>
		<content:encoded><![CDATA[<p>I like this a ton (though I don&#8217;t understand how Arnott somehow failed to include a single cat).</p>
<p>I think the way it&#8217;s respectful of the player&#8217;s time was the right way to go, not requiring a complete restart after each mistake. As it is, each bounce up and down the play field requires a tiny bit of new strategy for success and there&#8217;s a nice natural progression of each &#8216;level&#8217; being longer than the previous simply by virtue of passing through the previous run&#8217;s middle space. There&#8217;s something clever to be noted there, but I&#8217;m not sure how best to phrase it, something about the spatialization of level progression I guess, like the play space itself is a progress bar expanding in both directions. (Of course, you could say practically the same about any linear game, but its the backtracking that lets you see that growth.)</p>
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