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(5 edits)

We actually played with version 1.3. The last version was released just a few hours before our livestream, and unfortunately, we received the information via email too late. ๐Ÿ™‚ The high score issue has definitely been fixed with the current version 1.4. I have a few more ideas that would make the game more appealing for casual players like us in the long run: A disk save option with multiple save slots, optionally with a reset function, would certainly be one of them and far more contemporary than the long-outdated "level code system." Furthermore, a selectable difficulty level would be a good compromise between beginners, casual players, and pros. The number of head jumps for enemies should be reduced to 1-2 jumps (instead of 5) โ€“ as is the case with most platformers, or it could be made dependent on the selected difficulty level. Otherwise, the game design is particularly appealing simply because you don't need all the coins to complete the level, especially when some of them are placed in such a way that they're not that easy to reach. Incidentally, many current console games also use this method, such as "Astro BOT".  This concept should definitely be pursued further, especially since it provides a special incentive to keep playing. The most optimal solution would be to integrate the number of collected coins and the position of the remaining coins into the save option, which promises a very special replay value and long-lasting motivation. For example, coins already collected could be displayed in a slightly lighter or transparent color, so that even players who don't want to use the feature have the opportunity to play through the level completely again. ๐Ÿ‘

(+1)

Many thanks for the constructive criticism of the game. It has given me an idea.  Let's see how I will implement this. :)