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(1 edit) (+1)

Overall pretty fun! Some things weren't very clear or communicated on the first run. While not super important due to the genre, it was frustrating needing to restart or have a disadvantage because I wasn't understanding what was happening.


  • Not a fan of how much "unavoidable" damage there was - as in you needed to know the level already.  This was partially due to how the camera worked, there were a number of blind jumps that ended up on saws/fireballs.  
  • I got slippy on the tower level and by the time I was able to get the smiley and remove it, the timer was gone instakilling me.
  • It would be great if the camera was ahead of the player instead of behind so you can see where you're going.
  • I suspect it was a level gimmick, but it was unclear that "unable to stop" (stage 5 I believe?) was part of the mechanics and not a bug. 
(+1)

Great feedback, than you. It was the first game I had made in 13 years so I was a bit rusty. I would have definitely have liked to have moved the debuff selection to the elevator screen before each level to make it clearer what was going on, but of course, I boxed myself in to a coding corner by the time I realised this. And yeah, maybe you are right and I should have just used a static camera too I think I just got used to it but the catch up was never quite right.