The level design brought out the best of the mechanics, and showed that even though they were fairly simple they could be challenging to master.
The mechanics come together really well to make a really fun platformer! The levels create unique challenges based on those mechanics and show a good basis for a complex platformer.
I liked the mechanics of the game / dash - I couldn't get it to work though, perhaps I was too bad at the game itself.
The gameplay was super smooth, the tutorial was a bit hard to understand and I had to go back and forth and figure it out but it was alright otherwise.
Great music choice, and I like the tutorial style and how it teaches you progressively and slowly what the controls and the objects do to the game. There are also many cool actions to the game that makes it very interesting to fun.
Minimalist design clean and focus entirely on gameplay.
Without death system really added a zen element into the game, no matter how far you fall, you can always get backup.
The feel of control and layering of simple mechanisms are great.
The level design is very good at teaching you the mechanics / strategies. It feels like all the mechanics are important as well as the powerups.
The pathing of powerups in this game not only guided the player on where to go, but showcased the different possibilities of player movement in an interesting way. I also liked how there were incentives for the different paths (unlocking the door)
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What could this game have done better?
****************************
I feel like there was a fast ramp up in difficulty, so there could be some easier levels in between the tutorial and the final level.
It was a little lackluster aesthetics-wise. The minimalist approach could be paired really well with colors that match the feeling of the music itself, bringing together a colorful and challenging-yet-chill platformer -- as of right now, it feels just a little too bare.
The animations were a bit clunky and the simple fact that I was completely unable to even complete the first level made the tutorial phases a bit too hard I guess.
The spike in level difficulty made me lose very fast and that was very sad.
Although I do understand that being minimalistic does help with the level design and character design, I think having assets and sprites would be fun and the controls are actually really hard and should be a lot more forgiving especially towards the beginning. The gravity is very slow too and hard to double jump.
Game level is a bit bland lack variation.
Without fail is good and bad, game lacks threat can't really energize some players.
The level of difficulty can be reduced a bit
Some more juice effects will improve the feel of the game.
Maybe you could add time-based powerups so that the game isn't so path-dependent
Comments
What did this game do well?
****************************
The level design brought out the best of the mechanics, and showed that even though they were fairly simple they could be challenging to master.
The mechanics come together really well to make a really fun platformer! The levels create unique challenges based on those mechanics and show a good basis for a complex platformer.
I liked the mechanics of the game / dash - I couldn't get it to work though, perhaps I was too bad at the game itself.
The gameplay was super smooth, the tutorial was a bit hard to understand and I had to go back and forth and figure it out but it was alright otherwise.
Great music choice, and I like the tutorial style and how it teaches you progressively and slowly what the controls and the objects do to the game. There are also many cool actions to the game that makes it very interesting to fun.
Minimalist design clean and focus entirely on gameplay.
Without death system really added a zen element into the game, no matter how far you fall, you can always get backup.
The feel of control and layering of simple mechanisms are great.
The level design is very good at teaching you the mechanics / strategies. It feels like all the mechanics are important as well as the powerups.
The pathing of powerups in this game not only guided the player on where to go, but showcased the different possibilities of player movement in an interesting way. I also liked how there were incentives for the different paths (unlocking the door)
========================================
What could this game have done better?
****************************
I feel like there was a fast ramp up in difficulty, so there could be some easier levels in between the tutorial and the final level.
It was a little lackluster aesthetics-wise. The minimalist approach could be paired really well with colors that match the feeling of the music itself, bringing together a colorful and challenging-yet-chill platformer -- as of right now, it feels just a little too bare.
The animations were a bit clunky and the simple fact that I was completely unable to even complete the first level made the tutorial phases a bit too hard I guess.
The spike in level difficulty made me lose very fast and that was very sad.
Although I do understand that being minimalistic does help with the level design and character design, I think having assets and sprites would be fun and the controls are actually really hard and should be a lot more forgiving especially towards the beginning. The gravity is very slow too and hard to double jump.
Game level is a bit bland lack variation.
Without fail is good and bad, game lacks threat can't really energize some players.
The level of difficulty can be reduced a bit
Some more juice effects will improve the feel of the game.
Maybe you could add time-based powerups so that the game isn't so path-dependent