This was a pretty interesting take on the physics based puzzle genre. I like that it lets the player feel clever finding different ways to approach certain obstacles, especially when the ball and special type start mixing in. The art direction was pretty great, and the environmental story telling was pretty good as well. It's not really my kind of game, but I'd really like to see what this evolves into when completed.
Some critiques:
- The volume slider lacks feedback. It would be nice to have a sound play when the player releases control or periodically as they hold it.
- The transition between the tutorial to the level select is fairly confusing, I honestly thought that was it for the demo. Requiring the tutorial in the beginning could be tied into the play button and still also be available from the main menu.
- The Console is still enabled, consider disabling this as you export your game.
- Tracking which hand punched last is really cool, some visual aid to remind the player which will punch next would be even cooler (ie. if the next hand to go is a little lower on the screen)
- There are times where the punch charge attack gets stuck. It seems to happen when a charge attack is released and then the mouse is immediately clicked and held, attempting the same repeats the process. The player has to release and wait an indeterminate amount of time before attempting to punch again to fix it.
- A reset button next to checkpoints would be a great QoL. A reset already adds 60s, and wouldn't be viable for speed running. Adding a reset next to a checkpoint would reduce alot of player friction.
- I'm not sure if it's intended, but if the ball rolls off of a pressure switch, and the wall is close and blocks it, as the pressure switch resets it hits the ball and launches the ball into the air. Not necessarily bad, just unexpected how high it gets launched.
- Consider the intended difficulty curve. Generally you'll want to introduce one new kind of challenge at a time, and give the player the rest of the level to practice that new skill for the rest of the level. If you want to reuse more of the level to do more challenging tricks, consider adding collectables to flesh out the level more, add optional complexity, and to reward / invite the player to think a little differently about a problem. The first few levels flow somewhat ok, but the last half of levels get very complex very quickly.
The VOD is linked below, it will be available for 60 days from the time of broadcast. If it is needed longer, please reach out and a highlight can be made.