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Valid! My vision for the game, if it were to be finished, has a story with a dreamy, abstract, metaphorical feel to it, which could not fit within the scope of the game jam, and was conveyed in the aesthetic but not in the gameplay. My intent was to get a form of flow state vibe that merges difficulty and focus into a calm but active state, while remaining lighthearted and fun. But thinking back I don't know if that was achieved, nor if that direction is a good fit for a sonic-like.

Though I must ask, so I can weight your criticism and know if this is an issue I need to fix or player preference, do you generally dislike sonic games, faster paced, or platforming games? Do you prefer relaxing games? Or is it only the disconnect between the expectations set by the main menu and the core gameplay that ticked you off? If so, do you have any suggestions on how to better convey the intended user experience for newer players, whether that's in the game or on the itchi.io page or description?

(+2)

Sure thing -

So it was really just the disconnect between expectation and actual gameplay - which I also did not take into rating.

Suggestions , lets see...

One thing is the sheer comparison of the bpm and beat of the soundtrack during the main menu.

Another thing that comes to mind, the pencil is depicted the line static... maybe an animation where he swooshes the line and then the menu buttons appear.

If any further idea come to mind, ill write them here later.

Oh that's a good idea! I barely had time for assets so I could not animate the menu more than the lineart wobble during the jam time– but I'll see if I can make a full animation for the next update. Thank you for the suggestion and feedback^^

(+1)

I do believe the disconnect you feel comes from the lack of a visual and musical transition between menu and level rather than the pace of their respective scores

it is a problem that we may address in a future update

thank you for the feedback