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(1 edit) (+1)

Thoroughly enjoyable and I'm looking forward to new levels.

When first introduced to the sparkly portals in the tutorial world they make sense. You then play through all of world 1 without encountering them.

Level 2-1 they are re-introduced but with the exception that you may get the impression that they are suddenly a bad thing. When I dropped into the portal I had the monster drop on my head. Everything happens very quickly (drop into portal, zap, monster kills and respawn) and I just got the impression that suddenly -  in this world -portals are bad and zap you or something.

Level 2-3  did correct that impression although it took me far too long trying to wall jump up until I finally missed a jump instead of hitting a flame.


The only other thing was the timed platforms could linger 10 milliseconds longer but that's just a personal preference.

Keep up the great work :)

(+1)

Thanks so much for your feedback! I've already amended world 2-1 to remove the use of portals.
Level 2-3 has actually become 1-2 (woah what!?) so hopefully that will help remind players that portals are (usually) friendly.
I've made a number of changes to the order of levels along with the next batch of 5 levels that will be in the upcoming release, which I'm hoping to have done soon.

As for the Ghost-Blocks, their timing is very much on the quick side, but due to (some anomalous factor!?) they last longer on the EXE than the web build of the game. If you felt like they faded too fast on the Web build, I agree, and will bump up their timing to compensate.

(+1)

So very welcome!

Just played the EXE and the timing was a lot more forgiving on the disappearing blocks. The one level with 3 blocks you have to ascend only took 2 attempts, not 22 :)

A gentle reminder with the portals works... too much hand holding really shouldn't be required.

Any plans to incorporate  Infinite Descent as a level? Might make an interesting segue but not sure if would ruin the pacing of how levels are currently flowing.

Also I couldn't find a real use for the butterfly freeze bubble. Is that something that will implemented in the future ?

(+1)

It might be a fun Easter-Egg to discover Infinite Descent as a “secret level” since it is built in the same game project file, I’m just flipping a few constants to switch on export. I’ll have to think about how it would make sense to encounter it.

The butterfly’s bubble stuns enemies and makes fire not hurt you, so it will be more useful on some levels than others. I need to make it affect Ghost Blocks too.