I really liked the straightforwardness of the game
Nice sense of progression with their being a clear end goal. Decently challenging as the triangle speeds up. Good use of simple shapes to make a rather presentable two tracks
I like the animation of the player indicate a acutal jump form a top view and I like how the progress bar is designed instead of a score.
It is satisfying and the pop sound adds a lot to the game. Followed the theme very well, was simple and fun.
The animations and sound effects provide feedback to the player's actions, making the gameplay experience smooth. Replacing the score with a progress bar is also a great design choice.
Kept visual simple while still achieved fairly intense and fun game play experience, the visual effects applied(hopping, etc.) and gradually increased speed made the game play more exciting.
I really like the visual of this game. They really utilize the 'Minimalism' concept to only use symbols to tell the story.
I love the sound and the animation of the triangle. The overall design is satisfying and great.
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What could this game have done better?
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I didn't quite like the holding space bar mechanism, and I was unable to switch mid air
Collision seems to be a bit wonky. Can pretty much become invincible by pressing space when touching the right track and nothing when heading to the left track.
Aside from the speed, I think there can be something more changing as the game progress.
The game is actually a bit too forgiving, maybe the jump time is too long or the ground time after a jump is too short. Sometimes it feels like I just phased through a block when I should've lost.
Obstacles could have some variations to increase the difficulty and add more fun to the game.
A score system can be implemented to track best records of the player to stimulated the player's urge of surpassing that score and eventually reaching the end.
The auto-generated blocks may sometimes make the game impossible to win. Maybe some mechanism that can further figure out to avoid the issue.
The play logic is a little confused at the beginning and cuz it is random placed obstacle, it could be very difficult at the beginning and the difficulty is not controlled
Comments
What did this game do well?
****************************
I really liked the straightforwardness of the game
Nice sense of progression with their being a clear end goal. Decently challenging as the triangle speeds up. Good use of simple shapes to make a rather presentable two tracks
I like the animation of the player indicate a acutal jump form a top view and I like how the progress bar is designed instead of a score.
It is satisfying and the pop sound adds a lot to the game. Followed the theme very well, was simple and fun.
The animations and sound effects provide feedback to the player's actions, making the gameplay experience smooth. Replacing the score with a progress bar is also a great design choice.
Kept visual simple while still achieved fairly intense and fun game play experience, the visual effects applied(hopping, etc.) and gradually increased speed made the game play more exciting.
I really like the visual of this game. They really utilize the 'Minimalism' concept to only use symbols to tell the story.
I love the sound and the animation of the triangle. The overall design is satisfying and great.
========================================
What could this game have done better?
****************************
I didn't quite like the holding space bar mechanism, and I was unable to switch mid air
Collision seems to be a bit wonky. Can pretty much become invincible by pressing space when touching the right track and nothing when heading to the left track.
Aside from the speed, I think there can be something more changing as the game progress.
The game is actually a bit too forgiving, maybe the jump time is too long or the ground time after a jump is too short. Sometimes it feels like I just phased through a block when I should've lost.
Obstacles could have some variations to increase the difficulty and add more fun to the game.
A score system can be implemented to track best records of the player to stimulated the player's urge of surpassing that score and eventually reaching the end.
The auto-generated blocks may sometimes make the game impossible to win. Maybe some mechanism that can further figure out to avoid the issue.
The play logic is a little confused at the beginning and cuz it is random placed obstacle, it could be very difficult at the beginning and the difficulty is not controlled