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(+2)

Ooooh boy. Super hamster was indeed achieved. But that was a tough battle.

The first section felt... very unforgiving. Yes, there are unlimited revives, and it doesn't seem like there's a consequence to dying either. Though, the jump pads, the way the spikes moved, and the jump height the hamster gained seem very minimal. I'm not sure if I was meant to hold it or whatnot, but it felt very unforgiving to me.

The second section was an interesting choice. Felt like that Deltarune sliding portion, but the only thing I was bugged about was the hitboxes and the way the spikes moved. They were just as unforgivable, if not even more, and it felt more difficult. The hitboxes also seemed to encompass the entire hamster, rather than just its feet, which is what I'd assume would be a more fair change. I'm really unsure if it's just me that's being bad or if it's the mechanics punishing me unfairly. 

Regardless, the music was pretty good, though I wished it was tweaked a little; the atmosphere was adorable, and the hamster has become the strongest warrior.

Overall, I'll give this a 3/10. But for a first game (from the looks of it), this is wildly impressive. Keep up the work on your team, and I hope you both make great games with more practice and hard work!

Thanks for taking the time to give us such great feedback! :) 

You're right, death should have consequences, but we ran out of time. About the jump pads: they work better if you don't jump on them; otherwise, the boost isn't enough. The other issues probably just slipped by us. 

We're still new at this, so we really appreciate your input!