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(+2)

Some critiques:
-Someone oiled up or soaped up the floor, in either case, it feels slippery when trying to stop your momentum. I don't know if this is intended or not, but it caused me to slide into spikes more than I wanted to, and because of the forward momentum I skipped the section where you grow a platform because of it
-Am I fat or are the spikes fat? The Hitboxes feel as though they're much larger than what's represented on screen, and while this doesn't matter for most of the game where you're using death pits, it's much more important in the last platforming section especially with those spike balls
-It's not a Sprint, it's a Race, and it's not a Race, it's a Marathon. This is to say in the last level the kill timer doesn't feel like it's enough to really get your bearings on the level, and if you playtest the game yourself, it's rather important to note that you know more about the level and its workings than a random player would, usually needing to make 1.5 or 2 times longer
-Nitpick: The Game's Resolution isn't changeable and cuts off the artwork in certain scenes
-Another Nitpick: That final screen feels like someone's creepypasta

All in all, I did have fun, which is why I have these critiques, you did a good job, just things to adjust and or take note of for future projects

(+1)

To answer all this:

The floor being slippery was a bad intentional choice, i don't know what in my dumb woman brain told me that it would make the platforming much crazier if your character would have this slippery feeling, gotta fix that in the future.

The "spike balls" actually have the best colliders in the entire game, since i made a system that allows the collider to be the sprite itself, it's the player having a square collider that is the problem most of the time, i'll definitely try to fix that too.

And yes, i did get a ton of comments on the last level, and you guessed this super right, i beat this super easily since i made the game and thought "ah, this is so easy, i can keep it like that", and never stopped to think about first-time players, the timer has actually been made longer in a messed up early release of v0.35 on my patreon (free if you wanna check it out hehehe) so that problem is luckily fixed.

The resolution is a thing i can't really figure out, so i have been delaying it 'till i get to v0.5, i have been wondering for long what other player's resolution is like, because from what i'm getting it's smaller? Send me a screenshot if itch.io allows you to.

And about the final screen, it's meant to be silly or scary hehehe, that's just a weird personal choice, expect it in the end of every update haha.

Thank you for the feedback! I can at least tell you that one thing i can try to fix as soon as i can, is the slippery floor.

actually, I do have an idea, making use of low friction areas can make that final platforming area (So far) have a little bit of trolling, by having low friction in front of the spike balls from the... supposed fluids that would be from the two in the back. This is because I noticed from a running start I could make it to the first platform but would also slide into the second spike ball, it would be an interesting way to up the difficulty of that room specifically cause it's supposed to be a bit more challenging, so some key spots where  a player needs to slow down or fail while in a timed section is a good idea

In other news, I will see about getting you a screenshot later. Thank you for taking your time to read my critique and I appreciate your response greatly!