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(+1)

Hey, thanks for testing my game again!

At first, the game reminded me of Pac-Man. The first thing I did was go into the black hole, hoping to be teleported to the other side. After doing this four times, I realised that I was actually dying!

I would like more power ups. Currently, I've only seen a cake, which made me bigger, but I wasn't really sure if it was a power up, especially since it made me slower. I thought maybe I'd have a shield or something. I assume it's still one to collect points by increasing the collision area. I'd like a magnet, for example, to collect points from a far range and more of that kind of power ups.

The notification window on the top right is too far away. If I took a look at it, I'd probably risk dying doing so. I'd suggest making it closer to the player so I can still see where I'm going when I look at it.

I could see myself paying for this if it had roguelike elements, or if it was a one-run game that was more difficult, like "Devil Daggers" which would take me several hours to see patterns and build up strategies to finish it.

(+1)

I really appreciate such a feedback of yours and the detailed analysis of the game design, thank you so much!

> The first thing I did was go into the black hole, hoping to be teleported to the other side.

Yeah, sorry about that :D one of my friends got the same idea as well and I had to explain to her that it's not how it works here, now that you had the same issue I will try to make it more obvious that they are meant to be deadly holes :)

> I've only seen a cake, which made me bigger, but I wasn't really sure if it was a power up

Hahah, you got it! I indeed planned the cake to be more like an obstacle at first (slower = higher risk of dying) but then I realized it's easier to dodge the bullet and collect the stars with it, I think I will leave this double nature for the cake but I will definitely think of some real power ups, thank you for the ideas!

> The notification window on the top right is too far away. If I took a look at it, I'd probably risk dying doing so.

That's a VERY valid point! I also think it lasts too little and most player would just not notice it, I will definitely think about it.

> I could see myself paying for this if it had roguelike elements, or if it was a one-run game that was more difficult

Totally understandable, I had a lot of ideas for the original game (sticky zones, teleport, procedural generation) but then it looked like I overcomplicated the game design and didn't explain it well (e.g. the current issue with notifications/assumptions what the board holes do). I will try to improve it.

THANK YOU so much again for your very valuable feedback! I wish you success with your game as well!