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I love the concept here, and the music is soothing. But I feel like crippling the player character by default was the wrong way to go. You could have just given the player normal 2D movement and a very limited jump, started them in an area with some support balls, and made  all the obstacles require a ball of the right color to pass. However many types of collectible ball there is, the player can connect to that number minus one. The puzzles may not have been as fancy, but at least newbies could do them without getting stuck on the ceiling above the text that tells you how to drop balls, or button-mashing to teach themselves a climb mechanic that is the wrong way to play the game, or just plain not understanding how to make the ball move.

Once I got the hang of attaching and detaching balls, I was able to start to appreciate the level design more. Good job with the wind fields. There were usually enough balls available to go the direction I wanted to go, but when I got stuck, it never really felt like it was my fault. I'm not sure how to fix that, but it kept me from learning, which kept it from feeling fun.

(+1)

Hey WarpZone that's good feedback! A rework of controls and game "readability" is needed indeed!