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In general, this feels like it's moving in the right direction, but there's a few little bits of style over substance still creeping in with your fancy camera movements and stuff. Some of this (like the countdown) really add to the feel, some of it (like the roaming camera, and arguably the fancy menu system) doesn't really make a big difference. Given that there's not a lot of final levels appearing in the build, it feels like priorities are out of alignment.

There's definitely a lot of complicated metrics to deal with here, because there's definitely issues with platform spacing based on whether the player is jumping or rocket boosting. You're going to have to consider each option in a lot of different cases.

Pay close attention to the distance the player has in which to land, because there's a lot of "skid" coming out of boosts.

Overall, there's a few hints here and there that you're developing a fun concept, but the work that I'm seeing is inconsistent, doesn't pull together, and continues (despite feedback about this) to focus on superficial developments. Sure, fancy lights and a new player mesh will add to the experience, but where IS the experience?

You really need to focus on prioritising the LD experience. Get everything in line, get your pipeline going, and start building the core experience rather than playing with the niceties.

Level 1:

Opening seems a bit dull, try and get something challenging in there

Watch out for style over substance here as well. Some nice stuff, but focus on the gameplay right now.

Level 2:

Yellow pad might need a little extra feedback.

Timer isn't resetting on completion of a level.

Watch for ceiling hazards - the hazard on the ceiling at the end of 2-2 is really hard to see.

Level 3:

Fancy glowy lights are nice, but aesthetics should be kept in line throughout project!

Timer doesn't seem to be active

3-2 loops back on itself on completion

Level 4:

Metrics are really off here. Consider how much space the player needs when moving to recharge their boost. It isn't fun to just sit around and wait, especially when there's a timer ticking down.

4-2, hazards need to be timed precisely AND that timing needs to reset when the player dies! Couldn't actually pass this bit. Give me some breathing room between challenges!