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(1 edit)

I may come off as an a-hole for this review, but I'm gonna be more on the blunt and critical side for this one cause of how much potential this game has.

I will admit I was immediately hooked when I first saw this game. And while the mechanics and the game concept are very original and interesting, this game has more inconveniences that unintentionally make it slightly more difficult.

The level design isn't the problem; the way you did it was pretty reasonable in terms of player progression and difficulty curve. The problem is more so smaller inconveniences (like whenever I need to restart, I need to use my mouse to click the UI and immediately forced to use arrow keys, the lack of ability to toggle how fast the compiler would run, or minor examples like the moment I reach the fallback level, it keeps popping up the fallback token unlock, which is a very annoying screen). And these little things matter, especially when the game requires near-millisecond reaction time, and you can't afford to be distracted. I don't wanna have to take my hand off my keyboard just to restart a level.

The graphics, sound design, and everything are top-notch; the game mechanics had me hooked and entertained. But it's these little things that hinder the player's performance, especially when the game requires a really fast reaction time and awareness.

Anyways, keep up the good work 👍


(+1)

Totally agree my guy!

(+1)

Thank you for your feedback! I totally, like 100% totally agree with you. This happened because of the lack of play testers, imo. Besides, this is my first jam game and I’ve learned a LOT of new gamedev lessons