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Hey Team ROBO PILL!

Thanks for a really solid playing build, had alot of fun with this overall so that a bonus! Yes, there's a few quality of life issues but that's to be expected!

From a Level Design perspective there's a clear adherence to the projects metrics and there's a consistency feel throughout that is commendable as that part of the hardest parts of the process, getting that consistency between levels. I can feel and see and play this where I can pick it up and run with it!. So good job here!

Block-out language is clear and accessible, I dont think I had any issues quickly reading the scene as to what I need to do.

You've managed to find a decent balance for the 3C's and effort has gone into examples demonstrated that connects to the rhythm aspect to a platformers DNA. It wants me to play more crazy levels!! Its feeling like its scratching the surface for a more exhilarating ride!

What I like going on here from a design POV is the way you use traversal wall kicks to connect the main concept of the puzzle, which I think is a smart move. This leads me into think how can you find more challenging ways of actually exiting a scene but threading back into the mix a wall kick setup to the end of a level.

Would love to see one of those horizontal green elevators forcing the player over a large pit of spikes and using the jetpack they just manage to hit the bottom of a wall kick, that with enough balanced energy, have enough to double kick towards the exit. 

Default game camera has moments of 'that's the right feel!' in certain levels and I think it would be smart to focus on the cameras to find a tighter alignment. You aren't that far off, maybe two people sit down and go over the main setup and then copy the metrics over.

Ok, the gripes with the build!

Remove all editor functions being rendered to screen.

Remove the debug button to skip the start countdown as this countdown MUST be reset on every death. You have a timer that's critical to the players performance so you must reset this system in context to the player 'restarting a level after death'.

Crumbling Platforms (VFX) aren't clearing up on player respawning. Only logic I could see but double check all logic and make sure EVERYTHING resets.

PLEASE have an audio pass for next build! You can address the Menu Screen since there's alot of effort gone into the feel. Also find a more juicier feel to the main Jetpack functionality as that will really help, also find something for the player death.

No Music? So quiet,...

Maybe investigate the UI - see if there's any quality of life issues you might be able to


Final thoughts,

Find an order and redistribute the levels into a narrative that supports the projects vision. If you can try and produce a level that really plays with the green horizontal jetpack jumps as a good succession of those in a well scripted sequence would def something that I would love to see demonstrated.