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Such a creative and novel idea, and you used it in such a good way. I loved how intuitively every mechanic was introduced. I was never in doubt what I could do, even though no text was presented. So good! Without a doubt in my mind this game has the bones to become a full release. The added mechanic that some of the moves could be timed proves that there is more to explore than just "pick up a power and use it". But that in itself is enough for a full game I feel. And very good idea to focus them around movement, and not other stuff like combat. I do have some criticisms, but it is only because I think the game has so much potential.

First, the controls were a little too sharp. I think you could fit more intricate puzzles in if the movement was slower and the controls easier. Some of the puzzles were you had to pick up and use powers while in the air was very tricky.

Second, I would have liked the game to be less punishing. Dying and going back to start became frequent and a little tedious. Maybe when stepping in lava, you could lose some health and jump back on the platform as in old games like  Ratchet and Clank.

Lastly, it felt like the game couldn't quite decide what it wanted to be, but then settled into a puzzle platformer. I didn't care much for the boss fight in the early levels, and I think if you make a larger game, you should focus 100% on being a puzzle platformer.

Anyways, that's my thoughts. This is the longest comment I've left this jam, and it's because I feel like this game has huge potential. In any case, keep up the good work!

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Thank you so much for this !  so much good insight here. i really like your first point cause i think the focus at those times shouldn't be how hard is to not slip off platforms but rather the puzzles themselves. i think having a forgiving respawn system would be good too cause those platforming sections are supposed to be more fun than like these perfect input or restart gauntlets. i definitely agree that the game is mostly a puzzle platformer but i think boss fights / enemy sections could actually break up the pace in interesting ways if they come later / are more foreshadowed / are better designed as puzzles. like i think the current sawblade roomba wasnt executed on well enough (camera doesnt track it so it becomes a camera challenge, button isn't obvious / has a small trigger, Roomba is too fast with too big a hitbox)