1) Love the pastel colors and the music. Very Cute.
2) Fits into the game depth theme. I had to play many many times to get used to the speed of the dash.
3) Can be developed more into an actual platformer game.
There's a bunch of things, like the pastel aesthetics, but the thing I really want to shout out is that it really nailed level progression and tutorialization! Each level builds on the previous level by introducing a new mechanic in a generally elegant way, and the fact that the game is so generous with dying reminds me of the gameplay loop in Celeste, where you could afford to experiment in a safe atmosphere!
I like the variance in the platforms and the precision needed for the jumps; gives me a bit of a celeste vibe!
There was a little bit of a learning curve. Timing jumps, dashing when required. It was fun to start off.
I like the design of this level. I really need to find the exact moment to jump or dash to move to other platforms.
The control is fun and it really takes a while to get used to it!
The portals and dash mechanic are neat. The levels feel like they can take multiple pathways.
It looks simple but not easy. I have to practice my skills for a long time to pass the game XD.
The first level served a great purpose as a tutorial level which teaches player how to jump and dash. The game does not feel good but that's where the depth comes from.
i think this game did a good job of adding depth to a simple concept. i could definitely see lots of ways to expand with this depth.
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What could this game have done better?
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I think making it more clear what the black and white squares represent can help improve the game. But that may just be the process of figuring out how to play. Overall, nice cute game with cute name.
One major thing that you couldn't have done a ton about, and one minor thing that you could have. First, while this game is elegant, it doesn't have a ton of depth to it. This isn't to say it couldn't, it absolutely has the tools, it just isn't very difficult, strategically or physically. With more levels you could absolutely ramp the difficulty, but you obviously didn't have time to do that. Nor would I expect you to change the difficulty curve that you have, it's wonderful!
The other thing is the fact that you never actually need to use the shift power-up, which just makes it kind of *there* instead of a puzzle element. If you don't need it, it felt like it actually made jumps harder to hit for me, so I actively didn't want to use it?
The moving purple platform and the purple portal should be more differently colored to make things a little clearer. I also think the dash should be a fixed length to help with the issue of overshots.
The dash counter seems counter-intuitive. Becomes 1 when you pick up a dash and 0 when you use it up. But you can still dash after wards even though the counter is 0.
I think the dash cube can be distinguished from the platform. At first I thought it was a platform. I jumped on it and it died. It was a bit confusing.
Maybe they can add some feedback such as sound when the player punch the targets.
The movement feels a bit slippery. Maybe it's just because I prefer precision platformers, but I don't really like Mario style slippery movement.
The CG could be better polished. And it would be better to have an UI.
The game is made by single blocks, but adding some other shapes and colors would give game more nice feelings.
this game could have explored its depth a little more. i think additional mechanics could have increased the tension
Comments
What did this game do well?
****************************
1) Love the pastel colors and the music. Very Cute.
2) Fits into the game depth theme. I had to play many many times to get used to the speed of the dash.
3) Can be developed more into an actual platformer game.
There's a bunch of things, like the pastel aesthetics, but the thing I really want to shout out is that it really nailed level progression and tutorialization! Each level builds on the previous level by introducing a new mechanic in a generally elegant way, and the fact that the game is so generous with dying reminds me of the gameplay loop in Celeste, where you could afford to experiment in a safe atmosphere!
I like the variance in the platforms and the precision needed for the jumps; gives me a bit of a celeste vibe!
There was a little bit of a learning curve. Timing jumps, dashing when required. It was fun to start off.
I like the design of this level. I really need to find the exact moment to jump or dash to move to other platforms.
The control is fun and it really takes a while to get used to it!
The portals and dash mechanic are neat. The levels feel like they can take multiple pathways.
It looks simple but not easy. I have to practice my skills for a long time to pass the game XD.
The first level served a great purpose as a tutorial level which teaches player how to jump and dash. The game does not feel good but that's where the depth comes from.
i think this game did a good job of adding depth to a simple concept. i could definitely see lots of ways to expand with this depth.
========================================
What could this game have done better?
****************************
I think making it more clear what the black and white squares represent can help improve the game. But that may just be the process of figuring out how to play. Overall, nice cute game with cute name.
One major thing that you couldn't have done a ton about, and one minor thing that you could have. First, while this game is elegant, it doesn't have a ton of depth to it. This isn't to say it couldn't, it absolutely has the tools, it just isn't very difficult, strategically or physically. With more levels you could absolutely ramp the difficulty, but you obviously didn't have time to do that. Nor would I expect you to change the difficulty curve that you have, it's wonderful!
The other thing is the fact that you never actually need to use the shift power-up, which just makes it kind of *there* instead of a puzzle element. If you don't need it, it felt like it actually made jumps harder to hit for me, so I actively didn't want to use it?
The moving purple platform and the purple portal should be more differently colored to make things a little clearer. I also think the dash should be a fixed length to help with the issue of overshots.
The dash counter seems counter-intuitive. Becomes 1 when you pick up a dash and 0 when you use it up. But you can still dash after wards even though the counter is 0.
I think the dash cube can be distinguished from the platform. At first I thought it was a platform. I jumped on it and it died. It was a bit confusing.
Maybe they can add some feedback such as sound when the player punch the targets.
The movement feels a bit slippery. Maybe it's just because I prefer precision platformers, but I don't really like Mario style slippery movement.
The CG could be better polished. And it would be better to have an UI.
The game is made by single blocks, but adding some other shapes and colors would give game more nice feelings.
this game could have explored its depth a little more. i think additional mechanics could have increased the tension