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(2 edits)

I played for 45 minutes and never made it to the 3rd room.

10/10, would bonk again.

In all seriousness, this game's level design appears to have no difficulty curve. It's just a high, flat difficulty floor. As a result, I think it destroys potential attachment for new players. Generally, you want to start out easy in order to get most players invested, then hit them with the tough stuff after they've gained some false confidence. Just a thought.

I have no reason to continue playing, but I could see this bonk gimmick, as simple as it is, being used as the basis for a more refined rage game that stands up to the likes of 'Getting Over It' and 'Jump King'.

(+1)

Hey, I really appreciate the feedback! This is probably the thing I've heard the most, and while I'm happy with the room designs I do think you're right. I have to wonder if there's a nice middle ground somewhere. Perhaps a set a rooms where you progress horizontally before the big climb... A tutorial of sorts that safely introduces you to the types of jumps you have to make.

Lots to consider. As much as I wanted to call my first game done, I think I'll have to revisit this project to address this.

Cheers!