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(2 edits) (+2)

At its core, it's a pretty straightforward platformer, with the twist being that control keys are treated as a resource and also health. It comes together nicely, but it could probably be zoomed out a bit more. When the player is hopping on platforms higher up, the vertical visibility of the next platform or any spikes on the ground are very low, which creates unfair-feeling deaths sometimes.

To go by the 3Cs of the so-called Czerny Method, the character and controls are fine, but the camera is a bit problematic. With the fairly demanding timer chasing you and no checkpoints in between, the player must essentially either memorize the whole level or really master the controlling mechanic. If the latter is the designed expectation, then I would suggest spacing out the difficulty ramp-up a bit more. Otherwise, perhaps a bit more lenience on the timer or pick-ups that give some leeway (i.e. time stop, time extension, etc.) would help.

Also, letting the player know that Space = Jump from the start would be nice. I did not figure that out until about 5-6 deaths into the second stage, which requires it. I know that the first in-game sign says it, but I think it should either be made clear in the HUD itself or be included in the Menu's "?" button description. I read the "?" note before playing and then went straight ahead without reading the first sign. As the game does not pause the timer while you read (unlike the info boxes in Super Mario World).

On the one hand, I applaud the level design, which low-key teaches you as you go, including the spike pit at the start of the second level (ensures the player learns to jump). On the other hand, longer levels + low visibility + tricky spike placement + no checkpoint feels rather punishing at times. However, if this is meant as a kaizo platformer lite, then I suppose it is working as intended.

The polish and production come together well, but unfortunately the presentation score will not take those into account since they are pre-existing assets.

In all, a nice and balanced-feeling game (minus the camera) that successfully messes with player coordination as intended. Nice work!

P.S. There seems to be a collision/platform bug when the character hops onto the very edge of a platform at an awkward angle. They get pinned there, and the player must move in the opposite direction and make them drop (the only way). The character neither slips off or climbs on automatically, and they also cannot jump again to recover onto the platform.

(+1)

Thank you very much for your feedback
really appreciate it

yeah, I tried my best to have the player to first get comfortable using different controls and then try to get better and master them.
Difficulty curve could have needed more testing and tweaking, just didn't have the time left after creating the levels.

I'll make sure to improve the way I convey the controls to the player, 
I thought leaving plenty of time in the first level would allow the player to start slowly and read the information on screen,
I guess just having a timer makes this difficult, especially when you don't know how long the level is and how much time you need.

I wanted to have it be a bit more on the difficult side, but not go full kaizo.
I tried to provide a bit of a challange but didn't want to leave anyone out .

As mentioned on the game page, after the level design and creation depleted most of my second day
I didn't have the time left I planed for improving the other aspects.
Camera and Physics could have needed more love.

(+1)

There's noting I can say about this game that you haven't already said.