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(2 edits) (+2)

The visual and sounds are great (the UI, character animations and props are really good)

the idea is good too

I just have a single issue is that some level are very frustrating because of some elements

- For what I get, the platforms collision shapes follow the platforms visuals, which means that if you land on a round part of a platformer at the side. Your character will just slide off and fall, your character will also think it's not on ground when in corner, making jumping in some scenario not possible from corners.

- The character has a lot of inertia (to accelerate and decelerate), making it a bit frustrating to move around

- Timing needs to be announced a bit, I almost stopped playing on level 13 when you add to jump between the vanishing platforms, the character not being able to jump from corners made it extra hard

  • -> you jump to early? your character will be stuck on the next platform wall for a bit, loose all momentum and not be able to re-accelerate after the platform vanishes.
  • -> you jump too late? too late, even if the platform was gone for a millisecond, your character will fall 

- if stuff appear and disappear (e.g. vanishing platforms etc) it should be telegraphed somehow (e.g a ghost version etc)

  • -> Around the last levels, you have to run and make some platforms grow from plants, that cool, but you know where the growing platforms are only after they started growing... often time, right above your head so you have to run back a bit to be able to jump on them.

These doesn't really prevent the game to be played, but when you're under a time constraint, it's really frustrating because you need to move and jump on exact position, and these elements plays a bit against you in this scenario.

Thanks for the thorough feedback!

The telegraphing currently happens through music (platforms appear & disappear on beat), but some visual telegraphing might indeed improve the experience. The corner jumping bug should be fixed in the latest version, ty for the spot.