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(+1)

First of all I'm a sucker for the graphics, even though I can't say I've quite understood what the character is supposed to be (in some frames it looks like a man on a pogo stick, but that's definitely not the case).

In any case, it looks like it's a common platformer with no particular quirks, so here are some "off" things I found while playing:

  • The controls are... unusual. Why would I want to move with WASD but still jump with up? As a dev, I always use WASD as test inputs since I more often than not have my right hand on the mouse, but that's not the case for the player, so if you aren't meant to use the mouse WASD can AT MOST be the alternative, not the main option. I'd just have both WASD and arrows mapped to the same thing and, if you insist on having a separate button to enter doors (instead of the jump button) you can use the down button which is unused.
  • The jump is really nice, perhaps only a bit too tall at its max, but definitely enjoyable. However, I can't say the same for moving around: there's too little acceleration and as such it feels unresponsive. For the feel the game has, I'd completely drop the acceleration part and have immediate velocity changes, but that's your choice.
  • Is there a way to let the life count go down? I start with 2 lives and, no matter what I do, I always stay at 2. Not a big problem, but still a full-fledged bug out there.
  • 4 hits seem really like a lot. You can plow through all of the levels even by taking hits just by tanking through enemies. Most of the deaths come from falling or hitting spikes (which, by the way, don't seem lethal as they are. I'd try to make them longer and more pointed).
  • There's a small bug when you jump and then keep the jump button pressed, you jump again when you land but the jump sound bugs out and is played multiple times. It's even worse if you jump while getting hit by an enemy and, when you land, you have both a direction and the jump button pressed, in which case the jump sound is played until you run out of invincibility frames.
  • Speaking of bugs, although this might be intended, you can run off a platform and then jump even after a while after you've been airborne. Usually, this is intended with much shorter time-frames and is called "ghost jump", but definitely not with this length. Anyways, it feels great, in my opinion, so you should keep it.
  • Last one I swear: you can, for some reason, get a speed up forward when you crash into a zombie from above. I don't really get based on what it happens or not.
  • As a grammar nazi, you should probably rewrite "Thanks for play" into "Thanks for playing" at the end of the game. You might also want Game Over there instead of end game, but that's a personal choice all right.
  • From a game design point of view, if you didn't have enough time to make enough levels, add some reason to replay through them: in my case, picking all coins did it, but at the end of the game there's no screen telling me how many coins I had picked out of how many there were. Since you have the SMB scroll (where you can't go back after the camera moved) I think you should use that to make some coins impossible to reach after you've gone past a certain point. Also, definitely add a timer: this kind of short games with strange physics are a blast to speedrun (expecially since you could abuse the zombie speedup bug), but players like to have an "official" timer to read as soon as they finish the game.
(+1)

thanks for your constructive critique, I thinking that I should improve my system than I have a long way by front