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It's great to read feedback from an astute player. Indeed, one of the aims was to give the player more agency and control over their progression.

I hear you regarding the possibility of the hero getting 'lost'. I stuck to whole number scaling since the assets were pixel art. So if I were to double the player sprite size, it would get too big. If I were to halve the size of the UI elements like the countdown timer, it would've gotten too small given its importance. Still, it's a good point and I will probably be less strict about integer scaling of sprites if/when I make my second game.

Thanks for your time playing, reviewing and sharing your feedback :)

You could always have two copies of of the UI, one above, one below and fade between them when the player is at the top or bottom of the screen. Or have the gameplay shrunk  so there's a boarder at the top and bottom of the screen where the UI rests.