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(+1)

The art style is very good, congrats. But I think  making the enemies so fast and putting a  sign to inform the player about the key  and the time they should press the corresponding button is really killing the gameplay. I'm just waiting  to see the next sign and the pole where I should press the button. So you are actually taking the decision making and the sense of accomplishment from the player and turning the player to  a robot that just presses a button when told so. Also, the scroll speed begins to tire the eye after 30 points or something.

In short; great idea and art but the gameplay does not meet the expectation for me.

Ok thanks for the input! Im glad you liked the art style. If it were up to you, how would you change the obstacles to make them more rewarding? and for the scroll speed, the lower frame rate that comes with running it on browser makes it much worse on the eyes I agree, so it is recommended to run it on a downloaded version. Again, thanks for the feedback I appreciate it!

(+1)

I would personally throw the first 3 enemies that teach each button of the game respectively: A, S and D. Then I would start to throw them randomly. I would remove the signs and poles which inform the player about the key and the time they should press a button, since it is the main killer of the game as I mentioned. And to give the ability back to player to make a decision and react to enemies, I would slow down  the enemies speed.

(+1)

Ok that makes sense, thanks again! at first I didn't have the poles to indicate where to jump, but after a bit of play testing people were having trouble determining where to jump from, so I put them in as an indicator. I do like the idea of having no indicators after a little warmup but the way the game is set up, it isn't really a viable option to remove them and have a slower enemy speed :(  Thanks again for the feedback!