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(+1)

Waaayyy too hard right out the gate. I'm not given time to learn the mechanic before being presented with a literal wall I have to get past. The second puzzle on the other hand gives you a more controlled environment to see how the speed effects your own movement in a tangible and clear way.

I think the spikes that sink and rise would be more fair if we could see them embedded in the ground, or get some kind of telegraphing that they're about to come back up since the moment they're visible they're lethal.

Graphics look good! You get a lot of mileage out of that monochrome style.  Overall I found the game kind of frustrating but I'm not really that into precision platformers.

Thanks for the great feedback! I appreciate it a lot!  :)
And I agree with you that the first stage is way too hard, that stage was initially used by me to test the collision, movement, tile etc. I was gonna move that stage to further back but I didn't do it due to the time constraint.

Interestingly, the first version of the spike was actually embedded in the ground, but it looks kinda ugly since all I did was to render the spike on top of the tile. I might actually go back and revert the change due to your feedback. 

Thanks once again!

(+1)

Maybe there's a happy medium? Maybe display a timer or some indication that a spike is about to be deployed?

(2 edits)

Great idea! So maybe like a traffic light will work too? red while the spike is exposed, green when it is hidden in the ground and yellow when it is about to deployed.

Edit: Oh well, just realized that kinda break the monochrome style. Timer will work too, but I felt like the area with a lot of spikes/hazard will have a ton of timer, making the screen looks kinda hectic? Will have to try it out and see if it looks good.