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(+2)

Seriously high-concentrated levels of juice!!!!

I love all of the FX work especially the lightning death effect, but the frozen enemies were also badass

Moment-to-moment the game felt amazing to play. The feedback is great and I love the mechanics.

But as a whole i noticed a pattern:

the game WANTS me to go fast -- the teleport is a bit out of control and makes you feel a bit chaotic and FUN to zip around.

what the game ACTUALLY has me doing is a lot of STOPPING and WAITING for timing cycles of the laser hurdles...

This felt a bit antithetical to the core mechanic and I got a bit annoyed by the kaizo deaths.

A small nitpick but i think has a big impact... every death felt like there was a slightly too-long pause before I got to retry. Check out this comparison to Celeste. I timed up the exact frame the death is triggered and you can see the "player uptime" is quite a bit higher so you never feel like you lose your groove as a player.


I also felt awkward using the rightclick as my slow-mo button (it was easy to misclick Left/Right click,  like driving a car with two feet-- one on the gas and one on the brakes), so I think I would have preferred the slow-mo button being separate on teh Spacebar or something.

But man that was an awesome experience, and I loved soaking in the visuals and music. Amazing work all around on execution -- mechanics, sound, art, music, visual clarity... all 10/10

Would love to see level designs go through more iterations to be more streamlined and fun/flowing

Thanks so much for the feedback! Super detailed, really appreciate it.

I totally agree that the game pushes you to go fast through its mechanics. The chaotic feeling is actually kind of intentional. SPARK is a “lightning bolt,” and in its natural state it’s slow... that’s why the regular movement feels so chill. But when it switches into lightning mode, it behaves more like real lightning, unpredictable and a bit wild. That contrast is what we were going for with the movement.

Also completely agree about the death transition. it’s a bit too long and takes you out of the flow. Honestly, while we were developing and playtesting, that slipped past us.

We definitely wish we had more time to polish things. We started late, and the whole game was made in just five days (our fault haha). Still, I’m really glad you enjoyed it, that means a lot.

Thanks again for taking the time to write all this! We’ll definitely keep it in mind if we make a more polished version of the game.