Skip to main content

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

https://www.twitch.tv/videos/2504179775

I really appreciate the physics and how forgiving the platform generally is, I mean that you have some leeway on the edges and bounce off them favourably and so on.

Combat against those robot guys is really satisfying, they have a nice movement pattern to dance against.

About the difficulty design I’m not sure. I’d personally find it more fun if you weren’t restricted in number of lives you got, but instead there was some goal for each stage "finish with less than X drop-outs" to unlock the next stage (or a time goal). This would make it easier to practice the later parts. And please add a "quick respawn" button.

Also with the current design it would strictly speaking be correct to always fully reset a level when losing a life before the first checkpoint.

The very first stage seems oddly hard, it has advanced elements like those parts where the camera is angled badly so you must play blind; it also has a number of very strategic parts, where you can’t really figure out the solution on the fly, but probably need a few tries to figure it out. And that’s a long way from the previous check-point.

In the current state, it would probably be too frustrating for me to play through, with more checkpoints and infinite respawns I might be more interested. Though I’m definitely not the main audience for this kinda game regardless.

But good stuff, keep it up!

Thanks for the feedback. I know about the restarting thing, and I've considered making restarts subtract a life, but since a lot of people complain about difficulty I've decided to keep it the way it is for now. It's slightly more forgiving that way. I might also add a different way of gaining lives so you don't just rely on finding the 1-up items. I watched your gameplay and I also noticed that you weren't rotating the camera (Q/E on keyboard, LB/RB on controller), so that would probably help you a lot in certain sections. The controls are on the game page but I do want that in the game itself in some way I just need to figure out how to get it right.

https://www.twitch.tv/videos/2505158798

Played a bit more, as I needed some brainless parcour game to keep the old mind from working … you can see I really did play quite mindlessly …

I’ve understood now that you can regain lives with the yellow pickups - and also under some yet inexplicable other circumstances. I guess that is kind of fair enough.

>I do want that in the game itself in some way I just need to figure out how to get it right.

Yeah just make a section under settings where you list the controls, don’t need to be rebindable for that to make sense. If there is no info on controls at all, default assumption will be they’re extremely bare-bones / easy to figure out.

On that note, even though I knew now about the "special" attack on Spacebar, I didn’t really manage to apply it, or feel the need to. I hit space a few times but the attack seemed to do very little.

Finally: There appears to be a bug with the button on the moving platform, in the second grass level. It hops around like a bunny until it is activated, at which point it comes to rest immediately on the middle of the platform and knocks you away. Or is it intended? I can see a way to play this section super safely and not fall victim to this behaviour; but immediate impression is it’s bugged.

Having a section in the extras menu for controls/tutorial is exactly what I've been thinking of, though I'm not sure if that's obvious enough. A lot of people might not check there before starting. Each character has a different special move, the one you were using has low AOE but higher strength and it gives you a burst of speed. Also, yeah the buttons are kinda wonky right now and I've been knowing about that. I have to go back and change them.