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(+1)

Nice controls and platform spacing had the moment to moment experience feeling nice, but regrettably the goal and limitation of jumps ended up making it a bit awkward in the end, though I did keep playing until I was able to reach the end after 10 or so attempts, enough I stopped counting.

- My favorite part was the environment bit I won't spoil, but it added more spice to the experience which was a nice inclusion.
The general presentation and sound/music fitted well, wrapped in a simple but clear little story.
Played with a controller, and it felt good to control, and moving onto/off platforms didn't have any of the awkwardness many do. It was nice to move about, and when you got the spacing and timing right for like when you had to jump multiple platforms at a time it felt satisfying.

- I think it would be better to cut that first floating platform. The game with its length, and not visible jump limit+no checkpoints with that mechanic, made it long enough already. Having to wait around for that first slow platform, that you couldn't jump off at the end to speed things up because you needed to save them, made the restarts feel more draining/time consuming.
You might have wanted to keep the HUD empty because of the visual presentation of the game. However seeing as you already have the glowing robot, it would be nice and on story if you had a sequence of lights that would shut off on the robot after each jump. That way you'd still have a more visible idea of how much you could afford to jump. It would also make you really feel the limitation and make the game more tense, than just having its lights occasionally change and then uncomfortably running out of jumps.
Though not having checkpoints makes sense because you might not want a checkpoint when you had used more jumps than could get you to the end already, I think what could really help and make the game less punishing is having a checkpoint after each floating platform section at least. Then a restart button. That way players could practice the sections they reached more often, not having to start all the way back, and make more progressive steps until they needed to restart and try a run at it all in one go. It would then feel closer to levels within a level, that you could then keep improving and getting past more levels until you completed it all in one go.

(+1)

Thank you so much for your feedback! I really appreciate the time you took to write this down. One of the things I struggled with the most was precisely the problem of letting know the player how many jumps he had available, at the end I thought that the visual keys would be enough, as with the checkpoints I thought about it but ultimately decided to just restart the level just to add some difficulty and try to extend the game time but you are right, waiting for that first platform could get frustrating. Thanks again :)

(+1)

No worries :) !
Yeah that was no doubt tricky, good like refining the experience. :) no worries at all, happy to hear it appreciated and potentially helpful.