So, overall, I enjoyed the game a fair bit, and it’s nice to see a game about a squirrel, hehe.
The art and world design is quite well pull together in terms of environment design.
I haven’t finished the content on offer.
Nitpicks:
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The Grasshopper enemy, at least on my laptop screen, was very easy to miss in the background in a lot of areas. I ran into them or landed on them more than once on accident. It didn’t seem on purpose, which is why I brought it up
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I had a hard time having any accuracy with throwing nuts, which didn’t mix well with small targets for doors, or flying enemies. It could be a level design thing, tho, where a lot of enemy placement ends up in hard-to-reach spots when throwing nuts
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I may not have found it, but the amount of wall friction felt like a precursor to a wall jump.
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I think that the run speed should be the default, and walk speed, if it exists, should be an optional thing, especially with a map of this size. The player is going to be wandering around a lot, having to hold shift the entire time got old. If nothing else, having a toggle would be nice, since I ended up running almost everywhere
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It was surprisingly easy to get caught or slowed on slopes. Kudos for having them, but they definitely felt like trying to walk through sand at times? Maybe making grounded movement go along the normal of the surface while the character is grounded would help?
Silly goofs:
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I might have just gotten lucky, but the hive boss got me down to 1 hit point, and then didn’t kill me ever? I then turned around and died to a stealthy grasshopper , heh.
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By engaging in the honored tradition of wedging into stray geometry wall and jumping a lot, I was able to get to the exit for The Crown, though it was locked.