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(1 edit)

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

Semi-on-the-fly remarks:

I think you should be more specific than ‘fun, action and animation’ when answering about how the game connects to the theme (you can still edit your answer!). I guess the idea is that the boy is not alone since he is attacked by creatures!

I see you put in a COMMENT on the game page that this is a game jam game; I would advise putting this information directly ON the game page itself. :)

The window height is a bit large for my screen, and I cannot resize the window

Graphics seem nice. A lot of details sideways!

Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.

Found that the Down key made something by chance! I think you should mention it on the game page.

Bug: when colliding/losing, the falling animation of the player character loops (instead of just playing one time).

Noticed the pause button; haha, the music is quite funky! B) Nice that you put two pieces of music; for pausing, maybe either a more sober one or with a lower volume would be a better choice? (Only a matter of taste, I like it, actually. X))

Coins still rotate in pause — which can be voluntary and suits me. :)

Oh, for jumping, Space does not work (you should modify the game page!), but neither does the Up key: only W works. (While both Down and S allow you to slide, weirdly.) I would advise making Up work.

Weird, I have trouble passing the first wooden obstacle by sliding! ._. I am not sure how collisions work relatively to the animation. Ah, passed it: you have to anticipate a lot.

Oh, a modern city after the wooden area! I wonder what the context is. Not that one is needed!

Coin sound: it feels cut; a fuller sound would feel more natural, I think.

Small bug: you can still jump during the losing screen.

Some checkpoints could help. (Forget this, I see this is really an infinite runner with no end!)

Bug: testing blocking myself against a small leftward rock before the first wooden barrier: hey, this does not trigger a game over, but the guy and his pursuer stay there in a running animation! XD Ah, does make me lose after some time.

I cannot pass the first wooden obstacle again… ._. The timing is SO tight!! The animation REALLY needs to be better correlated with the collisions.

Ah, pausing with Escape instead of the upper-left pause button does not trigger the pause music!

I still cannot pass anymore… I wonder if there is some bug, or if this is just me. It is weird, since I had managed to get some sense of when to slide. ._.

Since I cannot pass anymore, using the infinite jump to cheat!! (see Warhio’s comment; also, he is right about rotation)

Ah, when high in the sky, there are many lovely spherical lights! :) But why, since you cannot see them playing normally?

Takeaway: very classic kind of game, and I think the connection to the theme in only (implicitly) narrative. I like how you put a lot of details and effort in creating the world; I think a BIG problem is playability, since the slide is not obvious (I still wonder if some bug broke the game after some tries!) because the player should better detect how collisions work. (You would need a second opinion on this, it may be me; in this case, feel free to answer so that I am notified.) Some sounds for actions (jumping, slides) and enemies (when approaching) would also be good cues that could help. Some care was given to the title screen and pause feature (sounds, music, interface), which is nice; I feel applying some of the advice above to the main game part could help the game get more enjoyable. Also, I am unsure if there was randomness, but adding some to the enemies or even terrain generation would add variety and long-term interest.

Thanks for the game, I think the aesthetic deserves a mention. :)

PS: oh yes, one thing I forgot: I think you should retain the player’s high score, so that collecting the coins have more meaning! Also, suddenly thinking of a suggestion: sometimes allow forks in the path, so that the player can choose between several ways?