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I like the game concept overall! I like the concept of a boss fight, and it got more mechanics after unlocking more characters. The music changes depending on the current character is a nice touch.

The level design balancing is well done. I specifically liked how new character/ability unlocks are placed near the obstacles they are meant to solve, which makes the learning curve feel very natural.

I’d love to see more distinct background art or color-coded themes for different areas. Around the mid-game, I found myself getting lost quite often because the environments felt too similar, making it hard to track where I was supposed to go. But understandable for the limited time of the jam.

The starter character skill when entering a node path with multiple branches, it’s unclear which specific point the character will go to. Adding some visuals would help a lot. 

There’s a specific section before the Magnet power-up where a single mistake forces the player to backtrack a very long distance. Falling all the way down to the starting area felt quite discouraging.

Overall, I like the game and the concept. Keep up the good work!

I considered doing more color coding of the areas, but I felt it’d go against the look I was shooting for. However, I feel like with more time I could’ve probably figured out a way to do it without going against the intended aesthetics. Such is gamejams sometimes!

That’s actually a pretty good point on the node branching paths thing, I’m surprised I didn’t think of using diodes being one directional as a way to visually indicate what direction the circuits were going in a way that actually would feel completely natural.

The magnet power-up thing… it’s actually supposed to encourage you to look around more for a different character who can get back up more easily, since you can get the triple jump character on the path I’m pretty sure you’re talking about. However, I probably could’ve nudged the player in the direction of the thing in question when falling down more by having it so where they land leads pretty naturally to it… so that’s still kind of a notable design mistake that, while I was aware of it and tried to fix, I apparently need to work on it more for an expanded version if I ever make one all the same it seems! That’s good to know.

Glad you had a good time!