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This was a super fun time! I've always really enjoyed precision platformers, so this was right up my alley, and the movement itself felt great. When jumping, especially while not sprinting, you have a great deal of control in the air, which makes landing tough jumps feel really good. However, I do think that, while sprinting, you lose a lot of that control, making the sections involving wall-running feel a bit more chaotic. Overall, though, the movement mechanics feel really nice.

It's also important in this genre to consistently introduce new mechanics that give you new ways to get through levels, and you do a great job of that too, with mechanics like wind, the mushrooms, and the frogs. These ensure that the experience feels fresh throughout, and it definitely did. There are a couple things that make these mechanics a bit harder to figure out, however. For example, the wind is incredibly strong, and it was pretty difficult to figure out how it interacts with the player's movement. Likewise, the cooldown timer with the frogs made it sort of hard to figure out how they work initially,  since there was a lot of waiting around for them to reset, which kind of interfered with the fast-paced experience up to that point.

I had a lot of fun with this game, though! You guys clearly have a lot of love for the genre, and it shows in the way these mechanics are introduced. I would love to see some added decorations or visual polish to really make the graphics pop, but it's in a really great spot.

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Thank you for the detailed feedback!

The difference in air control while running was intentional. I wanted both running and not running to be important choices for the player. However, it may not have been the best decision for a precision platformer.

My goal was to make the movement feel unique, like something you have to learn and understand rather than instantly master. Still, I'll definitely take another look at it in future updates and see what can be improved.

I'm really glad you enjoyed the game. Thanks for playing!

This is totally fair! I think that's honestly a great philosophy to have, and it did feel very intentional, with the tutorial room exemplifying the differences and everything. All of the best precision platformers follow that exact same school of thought — movement should take time to truly refine and understand. However, I also think that this genre thrives off of movement being inherently intuitive and being easy to learn but difficult to master. This is where I think the slight disconnect happens with Sleeper Agent, as it feels a lot less straightfoward, but I also think it's something that could easily be improved by the incorporation of a couple more basic tutorial rooms highlighting the mechanic. 

But, once again, I had a ton of fun! Keep up the great work and good luck in the competition :)