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It's fun, there is a lot of really great aspects like the art, animations, and music in particular are very cohesive. The game is fairly basic in general, but I mean it's a jam game so... it lives up to expectations hah.

I know it's meant to be difficult, and the difficulty curve of the level design is good. However, after losing 1-2 times near the end, it feels kinda frustrating/tedious to trek back through the easy bits again. I think a checkpoint system that also leaves you with the same amount of time you had when you originally reached that spot, would be nice. (And you could fully reset to try and speedrun to add more time to your checkpoints I guess).

Also another aspect regarding the difficulty, it's pretty harsh that each death loses 10 full seconds, I think. Maybe a progressive system would've been good, like one death loses 3 seconds, then 5, then 7, then 9, then 11, etc.? With a system like this you could curate how many deaths a player could have, too. As it stands, I think you could have 6 deaths with perfectly play and finish with a couple seconds remaining. The floaty movement contributes to the difficulty, I found myself having to stop every jump early by holding A mid-air, which is fine. But it did eventually become a point of annoyance due to the points mentioned above

I don't mean to talk about the difficulty so much lol. I beat the game in 5 tries, with 39 seconds remaining on the last one - I don't think it's that hard. But I could see that the difficulty seemed intentional, whereas a lot of the other aspects of the game are pretty basic or repetitive so I didn't know what to talk about, haha. 

Overall for a jam game, and especially a newbie game, this is really good. With a little polish it could be great, excellent job!

Thank you so much for taking the time to give all this feedback. Some game testing from others before submission I feel could have helped me tweak the difficulty, but I designed the level all within the last 6 hours before submission lol. I don't think I'd add checkpoints that reset your timer within the level just because I feel it takes away from the feeling of racing against the clock to hit the next snooze button (which is the main mechanic of the game), if that makes sense.

Yeah that makes sense, instead of resetting the timer I was thinking more like... if you reach the 50% checkpoint with only 6 seconds left, then each time you respawn there, you have only 6 seconds. This could maybe recreate the fun you had in the development stage when you were able to start from any section, while also not trivializing the point of the game. Then of course eventually the player would want to go back and reset to do the first bits faster and get more than 6 seconds at that 50% checkpoint... I dunno if that makes sense, and maybe it's a terrible idea hah.

I also left level design way, way on the backburner. My current level in my game is what I threw together in 45 minutes on day 2 and said "I will fix this jank later"... never happened, lol. I totally get it

Still, this is a good game and a great start to game dev, nice job!