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After struggling pretty hard on the last level enemy section, finally managed to beat it. Kinda letdown to see the same death screen on victory too.

The main graphics looked nice, I guess it was some existing sprite sheet though. And the added dice visuals really popped out of other stuff (and not in a good way either) by being not pixelated and the awful unevenness of the pips. That's actually the main reason I came to play this game as I was so triggered by the thumbnail picture and wanted to know if it was done in a tong in cheek way. But guess not. But I guess it still did its work on getting me to play it even if it was for the wrong reasons. 😅

Was the game supposed to have some rain effect? Something like that kept popping on for a frame or so every now and then. 🤔

The dice mechanic also felt unnecessary and an after thought. It didn't add anything to the game really. Having player get a health up as a reward for some tough extra jumps and then just force the health to randomize right afterwards is absolutely pointless and demoralizing. You at least should have allowed the player to skip those spots by jumping over or something to not fully take control away from them.

The controls and feel of the character were a bit weird and especially the jumping was not the greatest. I mean you did have the right basic idea where you can control the height by holding down but the height of the jump was so high that the press you had to do for a max height jump just didn't feel natural.  And then there was that weird floating mechanic if you re-pressed the jump after falling which of course could be a mechanic but wasn't really needed either.

Those upwards jumping sections like the level one skip really would have needed the classic "coyote air" treatment. You know, so that you can run off the edge and still jump for a split second. Obviously it would help everywhere else too and just make jumping off edges feel better.

Requiring mouse for restarting wasn't great choice either. I mean, there was only one option so could just let them hit jump (or any key really) or even just automatically starting again. That retry screen didn't really add anything but extra annoyance of taking hands off the keyboard and using the mouse.

The second level spawn spot was annoying as if you happened to hold down right, you'd immediately lose another health due to spikes being that close. Could also quite easily be fixed by adding bit of a delay to player death and respawn. And that would also help the player see what they actually died from too.

Anyways, good job! 👍

Thanks for your feedback!

"But I guess it still did its work on getting me to play" -> Mission accomplished. Jokes apart I really need to revamp the dice mechanic. I was hoping to make the game something of a difficult challenging and punishing platformer. Something like getting over it. I guess I have a long way ahead of me.

"Was the game supposed to have some rain effect?" -> Rain wasn't intended. It doesn't appear on my end so it's a little difficult to understand what exactly might be the problem.

"Requiring mouse for restarting wasn't great choice either" -> I did implement the selection by pressing ENTER but I should have written it down in the info. Sorry.

So I tried it out and it's reproducable at least on Chrome and Firefox for me. Now looking at it more closely, it looks like it's sprite tearing. Happens couple of times in this short clip...