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Sensitivity slider would go a long way, alongside a way to lessen the camera movement, the slide was especially jarring. However, the way the game introduced mechanics was very intuitive, I felt personally like I knew what to do when every new obstacle was introduced, and I like how you cut down the mechanics right after you pick up one of the instruments and THEN mix it together. I think the wall-running felt a little off, like I snapped onto it prematurely? I think it could feel better if I only began wall-running after reaching the apex of the jump. I think another thing that could improve it is (if/when you add more generation sections if you continue this) would be to let there be turns or verticality changes, to break up monotony of running in a straight line. Lastly, if there was some kind of effect of the void approaching, that would add a lot. Maybe a glow from behind, or some sound effect slowly getting louder, would help tell me how far behind the void is without having to turn around.

The music was great, and the extra speed later on was great too (although the void plane was pretty far behind, so maybe it should speed up or something to stay closer)


I have a lot to say because this game is a good little game, it's got quality bones at its core.

(p.s - The  UIs seems to scale wrong for me, and be stuck in a smaller section of the screen, and not where I scaled the window up to)

(+1)

Thank you for the honest feedback! it's my first game so there were a lot of things I wanted to do that I simply couldn't get right within the timeframe.


I appreciate the feedback and will try to address as many of these things as possible in the post-jam version!