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(+1)

This game is short and sweet! I'm quite bad at games requiring exact jumps, but I managed to complete it after quite some deaths in the second level. Here's my feedback:

Great!

  • The sound effects the hazards make are awesome.
  • The way the story is told in the beginning is awesome. I expected to be bombarded by all those missiles!
  • The graphics are simple, but I love the contrast  between the rich colors and the black background.
  • You don't punish the player to badly for making mistakes. You immediately restart the level without any delay for another try. This is a good thing!
  • The last level was great, it felt a bit like a boss level. Especially the part where it goes impossibly fast and then stops, giving you just enough time to pass and finish the level.

Could be improved

  • This game could use some chiptune background music to go along with the look.
  • I'm not a fan of pixel perfect jumps where you need to jump off at the edge of a platform to reach the edge of another. Might just be me though, I don't play many platformers these days.
  • There aren't enough levels. Just 2 more extra levels would have been great.
  • There isn't an ending sequence to tie it all together. A little tale like in the beginning to let the player know what happened next would be killer. I want the little blue alien guy to be safe!
(+1)

Thank you so much for your feedback!

The rich colors were based on the palette of an old British computer called the ZX Spectrum. I wanted a retro look while making everything look clear and bright to the player, so I thought the ZX palette would fit both of those purposes.

I'm also happy you noticed that the deaths are less frustrating because of how quick they go. I usually like keeping levels short and sweet in games so that when the player dies, they don't lose much progress. Keeping the deaths short to convince the player to keep going and try again instead of stopping and interrupting their fun. I personally believe that dying does not mean you lose the game, but rather the only way to truly lose, is to quit the game and never return.

It's not just you with the pixel perfect jumps. I play a lot of platforming games and even I think the platform gaps in level 2 are a bit too far apart and require a bit too much precision after replaying it.

I also agree that the game lacks some chip-tune music. It was kind of a missed opportunity to have music be affected by time speeds which really would have added to the theme. I'll have to either look for some pre-made chiptune music, or learn to make my own compositions.

I have mentioned in a previous comment reply that the game does lack some levels due to the fact that I might have over-focused on graphics a bit too much. Lesson learned: game first, then graphics (unless if the graphics affect gameplay).

The game really does lack an ending, despite the attention grabbing intro it has. I would say this was because of a lack of  time, but in game jams, that's not a good excuse. What I should have done was to come up with an intro AND ending right at the start of development instead of waiting for the very end where I had zero time left.