Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I really like the hand-drawn sprites, as well as the audio and sound effects… They’re fresh, unique, well-implemented… They’re simply fantastic.

The gameplay has some issues. First, the inertia when flying and moving sideways… It’s extremely difficult to maneuver. And then… Please add checkpoints. It’s frustrating to redo the entire level (and I played up to the second laser barrier…).

It doesn´t fit the theme in any way, so the general valoration is lower than it deserves, but, hey, it is a very interesting project. So… Congratulations!! ^^

(+1)

Thanks for the feedback, very helpful ^.^

I didn't want to add checkpoints because I was already going into over time, I just wanted to keep my fixes within a handful of lines of code.


However! I do think I improved moving in the air and better accuracy with landing on tiles. I made the jetpack refill faster, so that might improve the overall experience for you. Let me know if the improvements addressed your issues, ty ^.^

(+1)

Hi! With these changes, I finished the stage, hehe… But there are still things to improve, in my opinion. Take this comment as constructive criticism, because I really like the gameplay:

  1. The jetpack’s quick reload has a new issue. It makes platforming useless, as you can briefly and repeatedly press the spacebar and fly for as long as you need, even if the fuel has run out. My recommendation: quick reload, but with a one-second wait for it to start refilling after releasing the spacebar. This improves the fast-paced gameplay without losing the strategic platforming mechanics and at the same time speeds up the reload wait times.

  2. Music. Play the music on a loop. When I was in a very advanced section, the music stopped… XD

  3. Camera position. It’s frustrating to go down without knowing if there’s an enemy or a trap. The character should be a little more centered on the Y axis.

  4. Death and replay. If you don’t add checkpoints (the level is too long, in my opinion), add some lives (3, for example).

  5. Power plants. What exactly are they? It would be great if they gave points, more charge for the jetpack… Oh, and the ground that’s sometimes in the way… I thought it was deadly until I accidentally drove over it XDD.

  6. The protagonist’s movement has improved, but it needs a bit more polish. On the ground, he goes from moving very slowly to accelerating too quickly. And I think the same thing happens in the air. It’s much more controllable now, though. But after the jam, try to improve the initial acceleration. It also frustrates me that he gets stuck on the ceiling with the jetpack and can’t move sideways, but I can understand it as a gameplay mechanic.

  7. This is for after the jam. The levels need more life; they feel very empty. Obviously, that takes time and care. I’m in love with the level design you’ve done. It’s absolutely stunning.

(+1)

First off, thank you so much for the indepth feedback and all feedback is welcomed round these parts and appreciated :D

1. Yes, I made the jetpack only refill if grounded and resetting that small delay when returning to the ground. It enhanced the strategy ten-fold and only trades a small portion of fastpace, that I can recoup on sections with more fruits (they are a lil jank right now, but workin on it one bite at a time lol)

2. Holy crap, how embarrassing. Sorry lmao

3. This was intentional, to make falling a larger consequence, I kinda toned it down a bit to see how it plays, but I might just let players see farther below if falling. You think it should pan the camera downwards more than the player normally is to give more view?

4. Yeah, the game will have lots of checkpoints and levels, but I intend on making them big, and the checkpoints not too close together, but I can totally agree, it's not up to par.

5. Yeah, a tutorial would have been good here, and we plan on adding some visual/audio queues to maybe hit at a boost, but the boost UI is a placeholder itself so we weren't really sure how it looked yet lol

6. This was intentional for snappiness, maybe I miss the beat on snappiness, and i'll check how it feels with longer acceleration ramps.

7. Thanks a lot, it means a lot. I am least confident in my level design abilities, so hearing this is reassuring that it was time well spent :) 

I appreciate the time taken for the feedback and will be addressing all of them :) 

(+1)

You are wellcome!

Regarding your question of paning the camera downwards… Maybe you can make some tests with friends (but not you, because as developers of our own games, we are experts playing it) and get feedback. But, IMO, I will move it downwards like 15-20% more. Just a little bit more.