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I played it and I think the core movement idea is fun, but a few things stood out to me.

The first thing I was unsure about was whether I was supposed to be able to shoot. Since the character appears to have a gun, I naturally tried the obvious buttons, so if shooting is not intended it might be worth making that clearer visually.

The music volume also seemed to fluctuate randomly for me. It got louder and quieter in a way that felt pretty jarring.

The laser/turret enemies felt a little passive to deal with. A lot of the time I felt like I was waiting for the right timing rather than actively interacting with them. This might just be personal taste, but I think some kind of more active counterplay could make them more fun.

The difficulty ramps up quite quickly. I personally enjoy bashing my head against a challenge, but I could see some players getting stuck repeating the same section over and over. One possible idea would be checkpoints that reward risky fast play, for example reaching certain areas within a short time could activate a checkpoint.

The spike collision/hitbox feels like the highest priority issue to me. There were moments where it felt like “there’s no way that hit me.” In a game like this, where a lot of the fun comes from barely scraping past hazards, the hitboxes need to feel very fair and readable.

I also think the jetpack could maybe keep a little extra upward momentum after releasing the key. That would let players use their previous lift to build speed and avoid wasting fuel, which might make the movement feel smoother and more satisfying.

Overall, I think the core concept is solid. The main things I’d personally focus on first are spike fairness, clearer player abilities, and the movement/game-feel.

Thanks so much for the thoughtful feedback. Fixing the spikes was a priority for us and we already fixed it. It no longer uses the full square as the collision mask (it was using the default tilemap collision mask), which wasn't fair because the spikes come to a point. So, we made the spikes a separate sprite and created a custom collision mask for them. These new collision boxes follow shape of the spike and are actually smaller and more forgiving. 

The actual level is being redesigned. Since we rushed to get it out for the game jam, we didn't spend any time testing the balance. The new levels will be more balanced, with difficulty that ramps up gradually. We will also implement checkpoints to reward players for their progress.

As for the controls, we are adding more ways of playing, including mobile controls. But we will be adding more keyboard configurations that align we standard practices.

We aren't sure why the music volume is doing up and down. We didn't experience this, but I'll look into it. Could you elaborate a bit more on this issue? Did you notice a difference in volume between the intro, stage and ending music or was the stage music on its own fluctuating in volume? Also, thanks for the suggestion of keeping some forward momentum when letting go of the jetpack button. We'll keep that in mind.

Thanks again for playing our game and for your suggestions. We really appreciate it!

(+1)

for the music thing it didn't start until i died a couple times but after that i couldn't find a particular trigger, it's entirely possible that the issue is unique to my system, also, i did play it again recently with no audio issue so yeah, it was probably something with my computer.  I'm looking forward to trying any new versions of the game