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What did this game do well? (Answer in a few sentences)

  • - Very classical PCG content with good theory and a firm implementation. The obstacle stubs combined smoothly as if they are edited manually.

- The design that makes the main camera moves with the player bring pleasant game feel.

  • The player slows down or completely stops when moving on a sloped platform. This includes when the player hits a floating sloped platform from below. There are also some instances where a spike spawns on the ground and a floating platform spawns above it without enough space for the player to jump between.
  • simple short, super-mario like game. Environment is procedurally generated but still there arent many variations.
  • There are many different interesting mechanics, making it really fun to play. 

What could be done better? (Answer in a few sentences)

  • - It could be better if there is more interaction on the collectables. If they are useful in shop or achievement system, the player would be more risky to explore all the roads. 

- Current it's a 1d setting, I think it has the potential to be expanded to 2d setting, i.e. there could be even stubs set upon or below the main path, which makes it more intersting.

- The collision bounder seems to be a little be larger than the sprite.

  • I think this game would benefit from having a score counter because right now the player doesn't really have any incentive to collect the gems. It would also be nice if difficulty scaled with each successful level finished. This could include things like increasing length from start to finish, adding enemies, or spawning more difficult platform sequences.
  • It's not clear how to get to the next level when I reach the finish line, maybe you can add more hit about that.
  • I think a short game like this would be fun when an entirely new random environement with increasing difficulty is generated every time.