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(1 edit)

Thoughts while playing

1. Woah nice intro art! The title MS Paint Egg makes it seem intentionally low effort like Pizza Tower, not sure if that's what you intended. 

2. At first the intro gave a meh impression because there was no background and level structure felt unnatural, but it was incredibly effective. Great work. Egg skill reduction is really interesting and novel. 

3. I keep accidentally creating an egg to leave it but end up controlling it, frustrating. Maybe allow egg assignment to numpad numbers. Or allow creation without switching eggs. Toggleable? 

4. I didn't use dash for the first 2 levels so I forgot it existed, almost got stuck on 3rd city level. Had to tab out and look at controls. 

5. Good puzzle design with aha moments. Something about the game makes me want to avoid thinking about it. Feels vibey, cute. Interestingly, I think I felt less aha because I didn't make a plan ahead of time, more 'damn you got me, I should've done this but I was too lazy to even think about it'. Maybe I was the egg head the whole time. 

6. The button and their corresponding door numbers are hard to see and think about at a glance. I guess this is why wires between them, doors having different textures, and having door numbers with obvious blocks with numbers are typically there. I see why color coded buttons and doors would be confusing too. 

7. Really cool last level, took me a couple tries. Music was a bop too. I'm satisfied! (or satisfried like an egg)

I really like the mix of skill platformer and puzzle gameplay. If I were to extend it, I would probably add more skill check elements (ex. spikes) and polish the feel of eggs moving while platforming so, even if the eggs should be sluggish, it wouldn't feel so sluggish and I'd have to pay attention moving. Otherwise, clarity as mentioned and polish like making outer background non-default or adding custom fonts could add a lot. Eggcellent! 

Wow what a detailed review thanks.

Great suggestion regarding controls if there will be future developments it will be implemented as a thing together with keybind and undo button.

As for the dash, our intention was to increase the difficulty more and more and make the player use their brain more, so at the beginning they are simple and some features can be avoided, then I could make some changes to the level to make it use a couple of times

As for the doors and buttons we had a different idea on how they should work but due to time constraints we chose this solution

I'm very happy that you found eggcellent and thank you again for the detailed review.