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Hi, your demo is good so I just have a few nitpicks and suggestions to share:

* i know you will change this in the next version but why default is sdf and not wasd like in every game? not a complain but im genuinely curious, also the player can only jump once when pressing E but multiple times with J, is that a bug? if not, why?

* only works on the QWERTY layout, godot and unity automatically translates between keyboard layouts, though I don't know if game maker does... passing the tutorial on the DVORAK layout isn't fun.

* game runs slow on my old pc (i5 2nd gen), so ignore this if its hard to fix, but a graphics option would be nice, idk what causes lag, but at level 13 I had higher fps than the average level, at the lowest resolution it becomes acceptable but text is unreadable, keep it in mind if you plan to add more features that will slow the game

* not a fan of having that countdown each time the player dies, it creates dead time that I would rather spend playing

* the movement kinda feels slippery, but it may be just me

* what is the hook, or unique selling point? if it is hovering, then it should be a core part of the gameplay

* there's a typo on ghost and speedrun mode on "if activated, you can run against the ghost of your own best time if it less *then* 45 seconds" it should be 'than'

Lastly on a positive note, the art is great and has good readability!

By the way, if you have a moment, I’d love for you to check out the game I made and share your thoughts. Your feedback would be appreciated!

Wow, thank you very much!   That is very useful feedback for me! To your points/questions:
- Keys: The problem is in GameMaker that you can not address the keys by location, only by the letter. I have three languages implemented: english, french and german. Now , if you look on a french layout you see the "W" is in an other place. So I  looked for a control scheme that would work for all three layouts.  And "J" for Jump and "H" for Hover was to tempting, but after the feedback I already got I will take space as default for jump. And I still think about the most elegant solution. (choosing the layout in the first level?, customize the keys when starting the game  ? ..)
- The one time Jump: Originally the game was played with one button for Jump and  another for Doublejump, after Feedback I combined both actions on one button, because players got confused.  But at the moment the old control scheme is still active for now  as a pro control.  The advantage is, you can press the (one)jump button again in the air   and keep it pressed until you touch the floor again  and then you immediately jump on the same frame you touch the floor.  But with the double jump on the same key   you are  forced to jump again before using that feature.    I use it at the moment for speedruns.
-   Performance:   The technical side is not my strong suit.   I  have some things already addressed    but I have to look further into this. Good to know. 
- Countdown:  If you press "Jump" while the countdown  is shown      it should  be a little faster, but  yes I'll make starting/dying faster  I think. 
Movement:  Yes, I know. :)     But it is how I wanted to design the game. It is a contrast    to the very abrupt direct style of a lot of other games in that genre. It is also due to the relatively big jump height   +  double jump    (gameplaywise).   
- USP:   Good question.  The hovering will be a lot more helpful in higher levels and seem necessary for the average player   but I want every level beatable without it. It is a possibility to play the game with it but it should not be forced.   (after beating the last level in the demo you see the least used hover time for each level, you get a star if you didn't use any  )  I generally tried to make the level design as "flowable" as possible. So I tried to never really   force the player  to wait.   In most levels  in the demo   you can  press right and just have to jump and double jump   at the right moments.   Unfortunately  I hadn't  a lot of tester who tried to  get S  (or S+)   time ratings. (I took my own best times for S+)  .   I have no real  selling point besides it is hopefully fun to flow through the levels.  A key aspect was also to try to bridge the gap between casual and more "pro" gamers   (also the "exchange ink for more jumps"-mechanic)   and that the player can choose his own style of playing.  
   - Typo: I will correct it  than ;)
- Positive note:   I  put a lot of thought into it, so I'm glad to hear that.  :D

I take a look at your game in the next days and give you feedback. 

You're welcome!
- Keys: I see, that's a hard problem to solve, maybe putting a suggestion or reminder in the tutorial(like 95% of users use qwerty anyways), also I would personally used shift for hovering and space and W for jumping, because of minecraft