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(+1)

No criticism here, just ideas.

OK, after reading plenty of comments, it's time for my rant...

Dear Future Mark, 

I really enjoyed this version. I liked how the small jump was just enough to get over platforms so you could just spam jump and boom, you're at the top.

Here is the biggest suggestion: 

The end of a Level is a door that only opens if you hold Iman (Magnet in Spanish), and there is no way of soft-locking yourself. (if the puzzle is done wrong, more steps are required to get back)                                                                                                                        BUT there are batteries or keys scattered around a Level which can lead to soft-locks if the puzzle is done wrong.                                    This allows bonus Levels, re-playability and more challenges.


The hub world was an interesting choice for Level select, and because it is a hub world, you could possibly have more fast pasted, platforming-esck routes to each Level (or just to bonus Levels).                                                                                                                      That would make it more interactive and enjoyable.

Constructive criticism: 

Level/Door 1, the platform that keeps you from jumping across to get the key:A laser would be more consistent rather than a sideways platform, that way you can keep the puzzle while introducing lasers that will deactivate your robot friend but Magneto can pass by, like in your first version.

Level 6 could show the solution more if the box was taller and the press was longer, that would prevent any cheese. Before:

Before

AfterAfter


In case you missed it, voidfluid created a song for the game if you have any interest in that: a quick sketch.