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(+1)

I think the level design could be tightened up a bit, maybe it is not nessecary to use the whole screen for the levels? Also it was not clear what to do in the final level and it did not feel that fun to move the character around with the cloud. Maybe change the controls so that the cloud stays forever but you cannot move with it while solid and add a cooldown to transforming. That makes it less of a “skill” game and more of a puzzle game.

Other notes are that the cloud should probably not be able to collide with player guy from the top, use one-way platforms for that to make it only be able to lift him up.

The combat felt tacked-on. I would have preffered a no-health bar situation game I think. Either you have the guy shocked or not.

I liked the animations!

(+2)

Ouch that was harsh.

We would have loved to invest more time into the level design, but we are both full time working, and only had so much time to spare. But I agree on this one.

As for the final level, I am quite curious about what felt unclear? The whole idea of the game jam scope was to make each level prepare you for each mechanic in the final level, so I am genuinely curious where we failed.

The combat was in fact desinged from the beginning. The idea of the game is to aid the protagonist to overcome challenges, which they cannot overcome themselves. We were quite time constrained, so the first version basically made it into the prototype. I agree that there is room for iteration on the execution for sure.

As for your input on mechanics ideas, we appreciate that a lot. If there will come a time of picking up this prototype, we will definetly iterate more on the cloud-protagonist interactions during the early production phase.

Thanks for taking your time to play our game!

(+1)

Oh please don’t think of it as super harsh, definitely one of the games I enjoyed the most reviewing yesterday! Maybe I should have put a positive note at the beginning, I guess I was kinda in a complaining mood…

But yeah level design is tricky for sure, we also messed that up on our game lmao (I did most of it 😅). I just wanted to give you a list of everything I would like to have seen improved!

As for the final level I was not sure what the goal was, maybe I just needed to press the other red switch? I just did things that were possible, not really with intent if that makes sense.

After I accidentally closed a door I had unlocked on myself I stopped playing since I felt like I had experienced what the gameplay was like and it would be more of the same

(+1)

Noted. 

The boss level is confusing when pixelmaschine played it. So I really agree that it should be re-designed going forward.

Also, thank you for pointing out the frustrations with accidentally closing a door that you have unlocked.

Really appreciate your feedback!