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I wish I could give better advice on how to improve the feel of the gameplay itself. The collisions sometimes push you upwards while you're halfway into a block. When hugging walls, you could hit spikes from the sides, even when not exactly holding the direction. I would recommend making the sides of spikes not kill you, as that can be frustrating. 

While the lack of a death animation helped to make it easier to get back into the action, it also lends itself to very aimlessly attempting the platforming sections over and over without really teaching the player anything.

Personally speaking, the one handed control scheme made the game feel a little strange to play. I feel like it would have been a little easier to simultaneously dash, jump, and move in the direction I wanted to correctly had I controlled the player with one hand and their moves with another. Since this section is more subjective, I would also like to point out that I felt like the amount of moves made the game feel a little convoluted. I feel like a few good moves to structure your platformer around, as well as their quirks and gimmicks would be nice, but having wall jumping, double jumping, dashing, reset jumps with wall jumps, etc. made it feel like it'd be possible to cheese through more open levels if given the chance. This isn't entirely a bad decision, having a high skill ceiling is cool, but in a final game it might help to introduce those mechanics gradually.

This leads me to yet another opinion I have, and it's that I feel like this game is a little claustrophobic? The size of the player paired with the size of the obstacles and the height of the ceilings in the rooms felt like they were all working against each other. This, alongside the vision impairment the darkness provides from the spikes just felt disorienting to play against. I feel like if you were to have a larger character, it would be more fair to go for larger obstacles and pieces of terrain.

I hope this doesn't come off as harsh, I am very passionate about platformers and this is one of the first I played in this jam, but I didn't write a piece about it until now because I wanted some time to gather my thoughts constructively. I would really love to see another pass done on this game, with bugs fixed and potential level design improvements!