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(1 edit)

Developer Questions

Does the player fall too fast or too slow?

  • Falls slightly too slow
  • The jump sound feels faster than the actual movement, which amplifies this feeling
  • As the game speeds up, faster and crisper up/down movement will become more important
  • Quick, precise reactions will matter more as levels get complex and skill-based

Does the difficulty ramp up too fast or too slow?

  • Ramp-up felt fine, slightly on the slow side but not by much
  • Difficulty progression felt steady due to increasing speed
  • The occasional hallway narrowing added a nice dynamic to timing challenges
  • The bigger issue is that moving up and down alone does not hold attention for long. More variety will be needed to sustain engagement

General Feedback

Positives

  • Straightforward and easy to learn. The one-button design means players understand it almost immediately through play
  • No obvious bugs encountered
  • Acceleration indicators are helpful and well-placed. Knowing the game is actually speeding up rather than imagining it is reassuring

Areas to Improve

  • Movement responsiveness could be tighter. A quicker, crisper feel on button press would improve the overall experience
  • The jump sound feels out of sync with the movement. Matching the audio timing to the visual response and including a landing sound to complete the transition would improve the feel

General Impression

  • Solid early prototype. Reactive, readable, and easy to pick up
  • The core loop needs additional mechanics or variety to hold attention over time
  • Curious to see where it goes as the concept develops

Note: left ratings at 3/5 stars since this was my first time playing

Playtest video recording