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(1 edit)

Played the first level, it was a fun experience. Well introduction to the game.

My thoughts:

  • Controls are a bit strange and inconvenient, those Z and X keys are to close to each other and to the SPACE key. Consider using traditional keys like SHIFT / CTRL / F that can be reached easier.

  • There is a wall jump, but there is no animation for it. Sure, this a game jam and the time is limited, but I think the game could safely be release without this feature. Unfinished things a instantly recognizable and they are breaking the experience.

  • Seems like it’s better to open the shop when the player is pressing some key in a shop zone. On the second level I desperately wanted to jump on the platform above the player, but it’s just not visible because of the shop UI.

  • Second level is what made me to stop playing. If I got it right player is getting those abilities on the first level, tries them out and a few seconds later you taking them from the player and make the player to grind a lot to get them back. That is unfortunately just not fun. Maybe for some hardcore players it is, but for the wide auditory it will not. If this is a tutorial, I don’t think this is the best way to do it. It would be better not to give the double jump and dash at all for sometime and introduce them gradually, but taking things from the player few seconds after they get is generally not a good practice.

(+1)

First of all, thank you for your detailed feedback. I’d like to respond to some of your points. The game doesn’t have a level one or level two, it only has the tutorial and the actual game. It seems like you only played the tutorial and then stopped. In the tutorial we give the player all the mechanics to teach them how they work and where to use them. Then, when the real game starts, players already know the mechanics and can think more strategically about which ones to pick up and when. Since the game doesn’t follow a linear structure with a clear beginning and end, it’s not possible for us to introduce mechanics gradually. Instead, you first go through a training phase and then move on to the real challenge. There is a wall-grab animation, but it might not always show properly during quick jumps because of how it’s timed. I designed the controls this way because they are similar to games like Hollow Knight and Celeste, and the gameplay is inspired by them. But yes, I’ve realized that a lot of players don’t really enjoy these controls. As for the shop, I think if you had played beyond the tutorial and into the actual game, you would have gotten used to it more easily. Time is very important in the game, so quickly running back to the shop, pressing C to sell everything, and then rushing back out makes things smoother.

(1 edit)

You are welcome.

Please don’t take this as an offence, my point was to share my pure first impressions of the game, which I guess we are all looking for out here. Maybe I’m the only one who perceive the game this way, but if there are plenty of such people it is worth being noted.

The intended experience you’ve described did not worked out for me unfortunately, I was supper disappointed of loosing my abilities and basically starting over with basic moves. The finishing point for me were the prices of upgrades, I instantly imagined how much I have to grind to get those moves back and dropped the game.

Got you point on the shop, if the time is crucial that’s totally valid, yet I guess shops at least have to be placed in zones where shop UI does not overlay platforms.

Cheers!