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(1 edit) (+1)

I really wanted to like this game, because its art and concept are both so charming. While I did make it to the end, I only did so because I assumed that the game would be short. Because I like the concept so much, I'm gonna write a bit of feedback.

Points of improvement:

  • Walljumping consistently fails to do what you want it to. Consider adding coyote time or some other fix to stop me from constantly falling down
  • Having to crouch to get the rocket isn't intuitive, as there isn't any real platform to stand on beforehand. When you have to replay the entire level every time you fail, not being able to get upgrades because of the lack of a ledge is frustrating.
  • A countdown on a dash is unusual. So does an omnidirectional dash (I did not notice it was omnidirectional at first). Keep in mind how players will expect certain mechanics to work as you design them.
  • Give me the option quickly restart my run so I don't have to wait that long.

The good:

  • The level design having multiple paths for when you unlock new upgrades is satisfying to discover and it adds to the feeling that you're progressing.
  • I like how simple the game is. It has a clear vision, and it doesn't try to be more than it is.
  • The narrative is surprisingly fun, even though it doesn't play a big role in the game. You immediately kinda know what's up, which is enough to get you to want to see more.

Overall, definitely good work on the game 👌

(+1)

Hey!
Thanks so much for the detailed feedback!
Regarding your points:

  • Walljumping:  this was something that we knew was gonna suck :D. I couldn't actually finish it the way I wanted it to behave, so we're definitely going to change it in the update
  • Rocket pickup: that is not the intended way to pick up the rocket upgrade, but I actually find it super cool that you found a way to do it with crouching, so kudos on that! (Also it is intended for it not to be very intuitive how to get to it)
  • Dash cd: This was a conscious design choice, since without a cd you could just abuse it and use it constantly, but having the ability to use it more than once in a run opens up a lot of possibilities with the level design
  • Omnidirectional Dash: This was also a decision, although maybe less conscious. That's how I implemented the dashing from the get go and we just loved the way it felt, also it creates more level design possibilities. You are completely right though on it not being very intuitive, so we're probably going to add some kind of hint, introduction that makes this more clear.
  • Restart option: Honestly, to me this feels like the most important feature that's missing, so thanks for pointing it out. I completely understand your frustrations during the runs and this as well is definitely going to be included in the update!

I'll make sure to let you know, when the updated version is out, so maybe you can have a better experience.

Thanks for playing!

(+1)

Looking forward to playing the updated version then :))