Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

There's a lot to commend here. I like the traveling wave of death. It really fits the theme. And the graphics, at least in terms of what's here, are are good. The music is fine and the controls are tight, perhaps the most important part of all. I also really appreciate that you introduced the controls as they are needed and in game rather than interrupting us, or front loading them all at the very beginning and overwhelming us.


One thing that would have strengthened this significantly is more variety in the graphics however. Because it's an Runner there's extended periods where not much is happening other than holding right and more gfx variety either in the foreground or background would have been nice. I think that from a gameplay perspective there's a little bit of the same issue: not quite enough variety. Here you definitely do introduce new mechanics of each level so I don't want to overstate my point. But I still felt like there could have been a little bit more going on. For instance it's nice that you don't actually have to run all the time but I didn't feel like that got used very much in the level design that I saw (I stopped around 5?). To be honest I'm not a huge fan of Runners so my advice here may well be poorly placed. However what I saw I enjoyed which is better than what I can say for a lot of Runners.

Thank you!

Unfortunately, I draw quite poorly, and what’s even worse — very slowly. The graphics I do have already took me a full 2 days of work. I had plans to at least add more variety to the background — if you look at the code, that picture with the skyscrapers is even called Paralax1 — I was planning to add another layer of closer, more “slum-like” skyscrapers. But when that picture, completely devoid of any detail, took me 2 hours, I realized I couldn’t handle a more detailed one for the foreground. I didn’t even think about adding variety to the foreground, because I knew I definitely wouldn’t have enough time for that. Though it was a bit frustrating — in my previous jam game I had at least made some attempt at environmental objects, but here I didn’t. But that one was 1-bit. That was easier.

As for the “don’t run” mechanic, I tried to experiment with it in the last two levels. I didn’t in the earlier ones because I was afraid it would raise the learning curve too much.

Oh, by the way, regarding the runner aspect. I realize that what I ended up with is essentially a runner (I even considered adding that tag). But in practice, I took inspiration from Super Meat Boy, or more specifically from the first boss in that game. I just wanted to make it more dynamic. It seems I went a little overboard :-)