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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

As a simplistic platformer, it's not really in a position to be judged for visuals or even sound. Obviously, the design of it is very basic. As such, feedback will focus on other things.

First, let's talk an important part of game design for platformers: your game should never be so zoomed in that the player has to do a blind fall. By this, what I mean is that they should always be able to see the spot they're going to land on before they've jumped off. The only time blind jumps should be done is when either there is no possible way for them to die from the fall, the direction to fall is telegraphed or it's something like a spike fall from a Mega Man game (where screen transitions give players a moment to observe the next room before they start falling). This game is too zoomed in for this to work, even when the block is smaller.

Next, enemies. You have enemies that are designed to home in on the player. They're able to move in ways the player simply can't. This would be fine if there were ways to kill them, but you've not programmed something like that in. Now this doesn't matter as much when the player has higher jumps and faster movement, but in the second level when you still have that standard jump it can make the first enemy very difficult to get around. As such, I'd recommend trying to come up with ways to limit enemy movements (or just allow players to kill enemies by landing on top of them, a standard for platformers).

This brings me to level design. I don't know if this was intended, but when I got to the fourth level I was able to wall jump over a wall and land right at the level's end. Yet it felt like the level had intended me to backtrack first. If the plan IS to go over that wall, you should make it impossible for the player to go backwards. It's important to ensure your level design is shaping the path the player takes and prevents the player going in directions not intended. This also matters for any points where the player can fall off the world, because right now you can't restart a level if you fall off into the infinite void.

Lastly is the controls of the game. The way this is set up right now is you control it on keyboard, but all of the menus need to be navigated using the mouse. For consistency, I'd recommend trying to make it work with just keyboard, using highlight effects so players know which buttons they're going to use. Similarly, there needs to be a pause feature that allows the play restart to deal with that falling into the void issue.

Also, we found what appears to be a bug in level 1 with a hidden spike. The VOD will show it off better than I could explain.

(1 edit)

Thanks, Send me link once it's uploaded
I just uploaded version 1.1 that fixes some things the comments said
and i will fix Every thing the comments say
in version 1.2 that i'm currently working.


And about that hidden spike yeah it seems like the layers of the grass ground and the spikes keep going back and fourth

and its random every time you play it, i will try to figure that one out, and you can just click the buttons, The highlighting system is kinda buggy but i will totally fix it, for now version 1.1 the new version has some stuff fixed but 1.2 will have all of them fixed, i don't know when it will be finished but i will be quick with it