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I recorded a video but it just felt really whiny and not very constructive so i'll refrain from posting it unless you want it. I'll try to type it out a bit more constructively and less critical.

I finished the tutorial levels and stopped playing. 

I think the game has a particular charm and the mechanics themselves might be very satisfying when put to good use. 

Blorb jump is interesting to a fault but the means of access are very clunky. I don't think it should be on down and that it should be on a different button so that you can better access momentum and movement. Going from left/right into a jump is very awkward because of this. Also, the timing window is nice QoL,  but implemented poorly. If you miss the window, your character will just sit there for a long time, punishing you when you already get punished by missing the jump. It feels like a double down. Also not sure if it's a glitch but when you are in those "punish frames" your character stays completely static, sliding off of moving platforms and plummeting to your death. Probably a bug, but that's 3 punishments wrapped into one thing. Awful.

The roll being on down is not bad, because you just have to tap it and it feels good. Removing the charge jump on down will also give it tons more room. There's some inertia quirks but it's a solid idea. 

Most critically is the level design. It's the hardest thing to do when making games like this, but essentially, your levels leave little room for error just within the tutorial section alone. As the developer, you're going to be the one playing your game the most so keep that in mind to new players. An easy jump for you, someone that has tons of experience with the controls and the levels could seem insanely difficult to an average consumer. It's a bad case of "I played my game too much and its tuned to my difficulty level". Tutorial 4 and tutorial 5 would've been impossible if I didn't really have patience. If you want to make a rage platformer, go ahead, but this game doesn't strike me as the type. If you are not going to make a rage platformer, keep things simpler and not as challenging, you don't want your players to get frustrated and quit and refund, you want them to have a good time. 

Other than that I think it's great start for a starting project with some cool ideas and i'm excited to see where they go.

Thanks for playing, and don't worry about being too critical! I actually just replayed super mario world and have become blackpilled about making a good full-length 2d platformer--it's way too hard for the amount of demand (essentially zero). 

Good point about level design, it's not supposed to be a rage platformer, but it definitely plays like one. That's another problem with platformers, you can spend hours making a level that the player blasts through in 20 seconds. And I feel I've run out of ideas for levels that aren't just sadistically precise jumps.