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Before I start on my feedback, let me just give a bit of context, I played the game on my Windows laptop, although this is not how I usually play platformer games. V2.0 is the first version I have played so I also can't comment on the changes from the pervious version. 

When the game first started their was no prompt on how to move, my first guess was to use the arrow keys, with worked. But as I was playing it soon became apparent that it wasn't the intended method of plays as I would have needed three hands to move with the arrow keys, aim with the mouse and use e/f/Space for the magnet's controls and jumping. You may want to tell players to use wasd for movement in the beginning. I only realized wasd was already bound when I went to go try to rebind the controls.

As far as the key system in the game, I was not the biggest fan. In the tutorial level you picked up a key and then used it to unlock the exit to the hub world. As such my initial interpretation was that after grabbing keys I would need to find an exit and/or return to start. Instead the main levels just abruptly end by collecting the key. May I suggest that after grabbing the key in the tutorial level, you are booted to a world 0 level select were you then demonstrate how to exchange keys to move on to world 1. It would be a better way of teaching that the levels end by collecting the key and you need keys to move on to the next world. Perhaps you could even start the tutorial levels with graffiti on the wall depicting a key and an arrow pointing down the level.

I might also recommend placing numbers such as 1-1 above the level doors, it would make it easier for people to give feedback on the individual levels. It's not a problem yet as their are so few levels but it is something to keep in mind going forward.

I will also say that as far as I can tell in this game, magnets of the same polarity don't repel each other like they do in real life. It's probably a bit late in game development to change the core mechanic of how the magnetism works but it was something I noticed.

Obviously the lack of sound and the crewed buttons in the options menu are just placeholders/temporary. I will say the crewed nature of the option buttons made it difficult to tell what they were depicting, specifically the buttons for controller support and keyboard support looked identical on a first glance. It also felt to be a bit weird to be playing a game that looked this good but to be completely silent as I played.

One final note, I would recommend placing a button in the options menu to exit said menu. It is a great game so far, keep up the good work.