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(+1)

Feedback time!

First off I love the art! Shovel guy is so cute! And I love their animations, especially when they dive after the shovel! They look so happy^^

I think it would've been nice to have the jump gauge indicator be bigger or close to the character instead of the corner left. When trying to go right, you have to look away from where you're trying to go to gauge your jump, which doesn't feel intuitive.

There is a quite sharp difficulty spike when the very small platforms show up. I gave it a good try, but I did end up frustrated over losing progress. A checkpoint could fix this, but if the intent is to get something similar to Getting Over It With Bennett Foddy, where losing huge chunks of progress is part of the intended user experience,  I think you could still compromise by having larger platforms to catch you if you fall from the tiny platform section, or to have the difficulty and frustration be part of the game's identity and branding, as to better prepare players for the challenge! I do think this difficulty spike is a bit too much too early, since the player is still getting used to the mechanics and experimenting with their character's abilities.

Despite this difficulty spike, I had a lot of fun!!

I also noticed that you did not rename your unity build name, was this an oversight or do you not know how to do it? If so I could show you if you'd like! (discord: meerlylume)

(+1)

Thank you very much for all of your feedback! Glad you enjoyed it!

We did think of moving the gauge indicator to be next to the player, but didn't manage to get back to it before the jam ended.

Definitely agree about the sharp difficulty spike, if we had a bit more time to playtest it definitely would've been changed up. There aren't any checkpoints, as the gameplay loop consists of improving your best time after you beat the game, although that has proven to be challenging to everyone who has played the game.

Most of us haven't used Unity before so we didn't think of renaming the build so it was an oversight, but it's also because we ran out of time to make sure everything is clean, which is also why we didn't manage to get a web version ready. Thank you for the offer to help though!