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(2 edits) (+2)

Hmm... I played the game a fair bit more after reading your response, and my thoughts are more complicated now; perhaps my initial feedback should be re-evaluated.  For one thing, I didn't even notice the red enemies were just following the player's movements at first, nor did I notice that the level doesn't change between attempts.  What I interpreted as enemies--specifically, the yellow enemies--reacting to the player's presence very quickly was really just the inability to react to their awakening, as a result of multiple things.  One of those things was the fact that I was usually moving in the direction of the yellow enemies pretty quickly, creating a situation where no possible action I could take would allow me to survive; the red enemies and time it takes to turn around make going backwards impossible, and the yellow enemy rises faster than the player ascends after jumping.  Ultimately, I feel like the game is one of knowing the level and the timings of certain actions, rather than split-second reaction time in itself... Whether this is actually a problem isn't my call to make, so I'm not sure my initial feedback was fair.

There's definitely something to this!  It's satisfying to understand the level better and to get further than you got before!

Oo i see. Thanks for the thorough breakdown. Wish I had had the time to implement a tutorial stage as i think it could ve helped out a lot with players understanding what the different elements of the game are doing. Similar to you I had other players think the game was endlessly generating content when its actually just looping you around aka you are always running around the same small area with the end of the level being connected to the beginning. I think if players had this info it d be much easier for them to realise that for instance you can predict where the next yellow enemy will be by remembering where it stopped chasing you in the previous "loop."

Thanks again for the feedback!