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A very fun puzzle game! I could definitely find myself relaxing to some of these levels… or getting very frustrated as my brain works to figure out more complicated ones!

Here are some thoughts as I was playing the game…

  • The jump indicator (the three arcs … is there an official name for this? lol) is a little too broad, I think. When doing a jump style game, in my humble opinion, while you may not want to exactly mark out on the map precisely where your character is going to go, it should have a little bit more of an arrow-like indicator. Even just a little dot or triangle where the “center” of the indicator is. There were times I was making a jump and I thought I was aiming for a few degrees further up or down than I ended up jumping. This wasn’t a horrible issue, mind you, but it did irk me on a couple jumps.
  • The gravity well/black hole element is awesome, but it’s introduced in an overly complicated level. I kinda sussed out what it was and was able to figure out the level, but others (especially young or new gamers with less experience in this style of game) may not quite understand it. In a later level you use the gravity well in a much simpler level. I think these two levels should have been switched.
  • The radius you defined for the “sling” control might be too far back from the character. For the most part it’s not an issue, but there were times when I was near an edge of the screen where the control seemed to go a little haywire and I suspect it was because my mouse cursor couldn’t move outside of this radius. I hope that makes sense.
  • This one is an idea/suggestion and not a critique of any issue… I noticed when the character was in the middle of a jump, there was an “air” (I assumed) indicator. I thought it would be cool (maybe for a difficulty setting) if the level had the air indicator instead of the character. Add that time element to the level. You could then add “air” canisters in the levels in such a way where the player would then have to choose whether to attempt finish the level as is, or jump for some extra air.

Ultimately, I really enjoyed this game very much! Excellent work!

Thank you for playing and your suggestions.

About the jump indicator, I agree. I wasn't particular happy with it in the end and others complained as well. I intend on improving this after the jam (if real life lets me).

The black hole was a frustration of mine. I intended to introduce the same dialog I had at the beginning every time a new hazard was introduced, just to give a tip on how the hazard worked. The final levels were also not what I've liked. In the end I just hadn't enough time and went with something that worked.

The sling control doesn't have a defined radius, you can click anywhere on the screen. I can't blame you for not knowing this though, again, no time to create systems to teach the player how to play the game. One suggestion some other player gave me that I liked is to place a marker where you started clicking, making it easier to judge direction and pull strength.

Nice suggestion about the air meter. I confess that mechanic didn't have an official name as it was a fix for an issue the game had. At a certain point in development the black hole could lock you into orbit, basically soft locking the game. I added a "time in air" mechanic to avoid that and liked it as an added layer of difficulty. I intend to improve on the timed aspect, maybe even adding an overal timer and a speedrun mode.