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* Menu needs some loving

* At least can we have a placeholder jump sound?

* Power-up placeholder pickup images need some indication of the power-up's effect showing before I collect them

* Intermediary doors need better feedback. I can help you fix that up (though it's the same logic I showed you before with the actual door)

* Overall it feels like you're onto something fun here, but it still lacks the charm of the example level from Block B. Don't overcomplicate things - a lot of what you have right now could be split up and cut back on to make a smoother set of levels. Don't be afraid of reusing ideas here and there.

Wesley

* Open level environment loses a lot of the charm of the previous block's work

* There's some nice ideas going on in here, but it feels very "thrown together" - there's a repeated challenge in using the crouch-jump, but I'm not getting a sense of a pattern, since the challenge of the crouch-jump stays the same all the time. If you're aiming for "climbing / climbing with a gun / climbing with many guns" then maybe reconsider the width of each section so they're a little more similar?

* You need to be careful with where and when and how you use your power-ups! Once I'd collected the green jumpy power-up it threw the metrics off for the lower platforms, so when I fell back down it felt horrible to climb back up.

* The (8) horizontal door seems odd - why make me do that awkward jump once? Is this just so I don't have to do it again if I fall?

* Overall, well short of 3 minutes of play ... feels like you're likely to be doing more than one level per student on this project.

Matteo

* The criss-cross player path is very nicely done, but if you die 1/2 way through then you get a situation where the path to the left is open, but the player actually has to go all the way around to the right again to get the power up. You could fix this by putting a second power-up in the bottom left area.

* The path around on top of the gun felt really unfair - it felt like you walked me into the gun. I didn't spot the short-cut right away, but it felt good when I did. Maybe recess the gun into the wall so I have a little more chance?

Melina

* I think the right-hand drop to the floor should maybe be behind a door?

* Drop down through the guns feels terribly unfair! There's little control the player has over the timing. The spot could work well if you can test the crap out of the timing and shuffle the guns around so the player ought to sail through it with a straight drop.