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Hey great job on this platformer, i appreciate the multiple controls and the inclusion of your top score in the left hand corner. This game is very challenging but maybe for some of the wrong reasons.

I had noticed that sometimes the platforms that spawn ahead of the character would be impossible to land on precicely and so a lot of high scores will be down to luck of simple spike layouts, I think the speed bar is a little confusing as when I let go of the directional button there was no real decrease in speed but the speed bar did decrease. On Re-pressing the directional button it would not seem to do much immediately as the speed bar was delayed in response, it felt like the button press’s were not responsive enough and that I was not in control of the player.

Pressing a button should should some kind of obvious input with an immediate response.

Not sure how @AwakinG managed to get 1160, and without proof I can only assume he found out some secret god sauce mechanic that the rest of us might have missed. Would love to see some reciepts on that grand achievement.

Initially some additional feedback would be that the controls feel floating and the floor seems to have very little friction, if you make the speed and inertia of character movement send as soon as you release the button and make the stop feel immediate then you will achieve greater control over the character. Additionaly making the spike platformers have more space between the spikes would be a huge improvement to playability.

When it comes to gradual progression you initially want to make the game very easy for the player, let them get used to the mechanics and feel and slowly increase and introduce more challenge.

This is a great first attempt at the type of game and I wish you all the best you future game development. You show great energy and I hope you keep going and don’t stop :)

Good Job Nishurato!

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Thanks! I heard to movement and level design issues.

In the first time I decided to implement a movement with momentum like Super Mario Bros. or Sonic. This is should give the game more dynamic. While testing this game, I forgot about the other players. That's a reason why my game is very challeging. I will be cosider about playtesting the next time.

Anyway, I fell like growing up in this game jam. This is a hard but a great journey to development a Run or Boom.

And thanks for your feedback. Maybe I will be change a movement and level design or not, I don't now. :)

(+1)

Good stuff, don’t give up and I wish you all the best in your journey of growing as a game dev :)