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(1 edit) (+1)

I think the game is already looking really polished in a lot of areas. The lighting is excellent, those normal maps really pop, and the wall slide feels perfect. I also love the music, it has a fun Donkey Kong vibe that works well. The upgrading mechanics are clever too, and it’s impressive how much is already thought through.

A few things could use refinement. The jump feels a little floaty compared to how tight the wall slide is, and I struggled most with trying to jump from one wall to another, especially left-to-right, which caused me a lot of trouble. The main character sprite also doesn’t quite match the quality of the rest of the visuals, which are otherwise strong. On the gameplay side, it’s frustrating when enemies damage you just by touching; it would feel more dynamic if they had attacks instead, and I wish enemies below me would stay hovering above me so I always had a chance to shoot them. Zone selection could communicate locked areas more clearly, and the score screen at the end looks placeholder, it would be great if my final rank showed faster, so I instantly knew how I did. The dynamite sequence at the end also felt a little slow. Lastly, I noticed I was getting C/D grades even while making decent progress through the tutorial levels, which seemed a bit harsh and undercut my sense of accomplishment, players probably won't want to revisit the tutorial levels so I recommend being overly generous with score. The upgrade systems are well thought through, but they feel almost mismatched in a linear precision platformer because I lack agency on what I'll do next? 

That said, the game already feels very smooth in most interactions, and it’s clear a lot of polish has gone in. Its a fun unique precision platformer.

Thank you a lot for so much feedback! This really helps a lot. 

I definitely agree about the grades in tutorial levels. I got used to playing those levels so much that it is getting exponentially harder to estimate what a proper rank time should be. Lucky I recently introduced leaderboards so I can use some real players times to see what ranks to use. 

And about attack animations of enemies I plan to have more variety of enemies in later zones with unique attack patters. In the first zone I kind of have simple "move towards" type of enemies for players to learn positioning around them as much as possible. 

I will go check out your game now!