i was torn with this game, it has a lot of excitement to it, but once realizing i had no actual control of the game, it felt bland, i felt like i was on a train-track, one wrong move from the pre-determined path and i fail. i think my video explains well, keep it up though, just add some freedom :)
Viewing post in Jumps Alpha (Now available on Steam) comments
well i would have completed the game as i got to the last rocketlauncher but the projectile is very slow compared to the player speed and i swear i suffered a projectile and gun load stutter, so i'd pick it up, get a minor frame drop, shoot, have a hick, and then slow projectile comes out missing the edge i aimed at, or maybe the momentum is transferred from the players relative momentum? i quit out like that more for comedic reaction to the glitching through the gear. i felt some levels had more give for creativity, but others made you have to do something and it was more about completeing it as you already know how to than being efficiency. if you give more room for the player to work with, you'll allow a more casual playerbase aswell and those who are ambitiously inclined will take it to the next level and set records