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I think the core idea of this is really interesting. The trade-off of less control and health for more speed and jump agility is really clever. However, I feel that it's undermined by design decisions. The controls feel way too slippery, especially at slower speeds. There's a ton or relatively precise platforming in this game, and the slipperiness makes it way more difficult than it needs to be. In fact, going fast almost feels like I have more control because the slipperiness doesn't scale. Also, having sections that require a certain amount of speed/agility/damage seems to work against it, as it takes the choice of the trade-off out of the players hands. This game really needs a "restart level" button. There's no reason I should have to pause and click with my mouse to restart the level. Also, having vertical levels where falling down means needing to jump onto platforms that give mandatory damage is evil. I liked the music, but pretty much every time the beat was dropping, I was either restarting or finishing the level. This is the kind of game that I feel needs a dynamic soundtrack where the instrumentation becomes more complex (and the beat more dropped) with the damage taken. It would also work well with the theme/story.

Thank you for playing and for your feedback! 100% agreed with the dynamic soundtrack & reset button needs. On the controls, it's clear that the game could use slight tweaks, but I'm still convinced that with some level design and level reordering (+ addition of precise control teaching levels), the added difficulty of the current controls could be more interesting than frustrating!

Thanks again for taking the time, it really helps.

I get the whole "the added difficulty of the current controls could be more interesting than frustrating!" My favorite game of the jam so far had a final boss that managed to really frustrate me. These sorts of comments from me are usually more of a "first impressions", and as with all player feedback, should not always be taken at face value. Maybe if I went back to the game I'd find it less frustrating. I still think having the controls even just a little bit more "stiff", especially at the slower speeds, would make the trade-off of taking damage more interesting, but I would have to mess with the game code / editor myself to know for sure.

No but you're totally right: there's some tweaking to be done! I just think it should remain pretty subtle (not completely overhauling the control so they're super sharp and stiff), and the rest should be left to a better learning curve and level design improvements.