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Second-time player.

Developer Questions

Level Design

  • The tutorial level is a welcome addition. A more gradual progression would help new players. First tutorial is a straight hallway, second adds one turn, third adds two, and so on
  • The grid apartment area held attention but started to feel repetitive after a while. More layout variety is the main need right now
  • The money stats display and karate school placeholder are good additions. Glad to see where upgrades are headed
  • Navigation signposting still needs work. The big arrow helps, but planning multi-turn routes requires stopping to look for the arrow or waste a round to do mental math on the apartment numbers so you know for future runs. 
  • A new player hitting a complex multi-turn route without being able to intuitively read directions mid-kick could be a real drop-off point
  • A more forgiving time limit could help with this, but better intuitive signposting would be the stronger fix

Kick Mechanics and Physics

  • Box kicking still does not feel fully in control. Some randomness and jank is fine and fits the feel. But there is a line where it tips from charming into frustrating
  • Getting the physics to a place where players feel like they have some control, while keeping an element of unpredictability, is the right target
  • Noticed that spamming multiple kicks can launch the box in a fairly straight line. This feels like it could become an intentional mechanic or an unlock at the karate school rather than an unintended workaround

General Feedback

Positives

  • The countdown sequence with the apartment preview was appreciated. It gives players a moment to orient before the chaos starts. You could consider adding a small map of the apartment layout during the count down as well to help with planning
  • Progress since the last version is clear and encouraging
  • The core feel of kicking a box through an apartment building is still fun and distinct

Areas to Improve

  • More levels would help sustain engagement, even if they are simple. Progressing to a new layout after a successful delivery feels rewarding and keeps momentum going
  • Navigation needs to be more intuitive before the game scales up in complexity. Players should be able to read their route at a glance rather than pause and calculate

General Impression

  • Solid progress. The foundation is getting stronger. Focus on nailing the kick physics first, then layer in more level variety. Excited to see where this goes.
(+1)

Playtest video recording

Thank you so much for a feedback 🙏 great points!

I really appreciate the playthrough ☺️

I'll try to focus on the physics and level design for the next sprint 🙃