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Hiya! I gave it a try. I think there's alot of potential to the art style you chose, really neat. As for game play, I'm not much of a platform-type guy but maybe this is helpful feedback anyways. I thought the default keybinds were a bit hard to reach (J and K) when move is WASD. Didn't feel very natural. Maybe you could try moving them to Q and E? Also since alot of people don't scroll past "Run Game" sometimes, you could try starting the game with a little panel that shows the controls briefly. Put a little close button at the top right of the panel, so when they close it, then the game begins. Or alternatively, have a little title screen with it on the side. I know this is just an early test so you probably had all of that planned -- just thought it would be helpful to add to help play-testers properly test the game with minimal friction. 

Thank you for your feedback, I haven't yet considered someone using the keyboard with only one hand, but i am working on adding controls to fire with the mouse buttons and that way players can choose with control scheme they prefer. I definitely need to update this playtest with some recent developments but for now, I would like to ask a few questions:
Gameplay wise, was there anything you felt worked really well? Was there anything that you felt was lacking? Were you able to finish and if so, how did it feel when you did finish the level?

(+1)

I thought the idea of fast-paced jumping and shooting to race to the end of the level sort of worked well, if that was intended. I definitely got overwhelmed quickly if I tried to stay and shoot enemies -- they just sort of overwhelmed me at one point. So my best bet was to just run and jump and shoot to get to the end quickly. It's hard to really say what is lacking in this early prototype build -- I'm sure you want to add in visual effects for when the enemies are shot, maybe blink them white before dissapearing them. That's a good trick to make the combat feel more impactful. 

Thank you for your feedback! I really appreciate it