Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

From the small portion of the game I did get to experience, here are my thoughts: 

  • I really liked your tile map terrain textures. The snow, icy blocks, and dirt visually look great. One gameplay thing I noticed though, is that no matter what texture I was standing on, everything felt like ice, very slippy. I would have expected that movement while on ice tiles, but it was on everything, so that felt a bit off. 
  • The movement and jump otherwise generally felt nice and responsive, but as noted in my first post, it felt like the jump's vertical and horizontal limits were too low for some of the jump challenges in your level. 
  • I really like the design and animations for your player character, really nice work there. Unfortunately I did find it a bit odd that it always faces the cursor location, even when you're just running around. It broke my immersion a bit when I was just trying to explore to the right, but my cursor was slightly left of center, so he'd run backwards. I wonder whether you could override that cursor focus temporarily while you have no new cursor movement, and then only make him face the cursor when new movement is detected? 
  • The enemies were cute but I barely had to fight them, because they'd notice me and yeet themselves off the edge of their platforms before I even got close to them. This was actually super funny, but probably not the intended way to move forward lol. When I was fast enough to get to them before they jumped, I wished there was a bit more feedback when I hit them with the weapon, like a sound or more of an effect. 
  • Loved the vibrant colours of your background, though it did feel a bit busy, like it took a bit too much focus away from tracking your player. Something as simple as adding a gaussian blur so that the edges of the background texture's shapes are less defined could help a lot to offer a bit more depth and separation from the player and collision layers, while still keeping your vibrant vibes intact.

Hope to hear back from you on that jump so that I can play a bit more of this one! :)

Thank you for the very in-depth opinion and feedback! Regarding your points:

1. The movement actually varies a bit, the ice is slightly more slippery, while the mud slows you down (a bit buggy), but i can see how these can be indistinguishable, and the general movement too slippery.

2. I believe that's a product of using an outside program for the level design, so tests were few and far between, i was eyeballing most of the jumps 😅

4. It gets even easier when you unlock the Fire Charge, you just press F to delete all nearby enemies, we actually had a shield enemy type planned, but lacked just a few days to implement it

5. Thanks for these suggestions, i guess we just didn't think of that during the rush


On the jump you're struggling with: the player can wall jump, not only between two walls, but also on just one, keep holding D and Space after you get to that wall on the right, you'll clear it with ease.

It's always so nice to read a comment with a bit of effort behind it, i hope you'll go back and finish the game ❤️

(+2)

Oh thank you for your reply! I definitely did not realize the wall jump was a thing, and you're right - it was a breeze after that. I went back and succeeded in finding my spaceship. I'm blasting off agaaaaain

Alrighty so here are a couple more notes from my journey!

  • I experienced a graphical error where sometimes gridlines would flash over the terrain. 
  • I also experienced a bug (?) where if I had one health left and pressed P to open the menu, I was teleported to the tree. 
  • The tree looked pretty unique and was a nice addition to the environment, but I would suggest adjusting it a tad to better reflect where colliders are. Most of the collision surfaces were lined with the green foliage, and since its bright green highlight is the lightest part of the sprite, that's where I expected colliders. However there were some areas that had foliage but no collider, so I kept accidentally falling off the tree. I didn't have this collider issue anywhere else in the game, though, everything else felt really clear. 
  • One other note on the tree - I might be misremembering, but did it grow convenient extra branches to get up to the spaceship at some point? Without a map, I really struggled and almost gave up trying to find the spaceship. It was only because of the Pause > Teleport to tree issue that I even came back to the tree and happened to notice that additional path. If it does indeed get added at some point to unlock that path to the ship, it might be better to have it there initially but blocked somehow, so that the player notes that it's a path to revisit later. 
  • I thought it worked really well how you changed the environment when the fire for that zone was lit. I totally see what you mean now about the mud. It definitely feels different to the ice. I wished there was a bit more of a change in the map rather than just the visual / terrain swaps (like additional paths that open, previously iced up), but even so I think the zone's visual shift was a really smart way to indicate which zones you had "finished" and which zones still had a nearby fire to find and light. 

Despite a few bumps along the way, I still really enjoyed playing this one start to finish! It was so exciting each time I managed to find a fire and ultimately finding the ship. Solid little game, and I would love to see some updates!

(+1)

On the tree thing, it grew almost every time you lit a fire. After 1 lit fire, the ice melted a bit, after 2 the tree reached for the platform on top right, and after 4 it grew to the spaceship.