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(+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.