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What did this game do well?

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I like how the effects in the game helps with the player's gameplay (bomb radius, bomb tracking) and helps players easily recognize some key events or actions (trail dash, bomb explosion and screenshake). Some subtle effects also makes the game feel less plain or static, such as the scrolling (a simple yet effective way to give the players the illusion that the platform is moving upwards) and the rotating coins. I also like how there's a life system and a score system - this makes it a simple game to play with.

This game went beyond focusing on juice effects and integrated them with gameplay. The core mechanics of avoiding bombs while dashing into them to push them off the platform does a great job of making a good experience while effectively showing off the juice effects implemented. The dash effect and tuning is very well done and is quite satisfying to use. The menu for the juice effects helps demonstrate the different juice effects.

start screen is well made, screen shake feels nice, bombs have a radius indicator, player dash has a cooldown so it can't be spamed.

I think this game is perfect for the prototype and i can't wait to see how it's expanded

I liked how simple the game was yet how it utilized simple assets to give so much feel. The scrolling elevator with a slower scrolling background was so smart and even though it utilized basic shapes, gave so much depth to the visual. I turned off some of the other effects just to observe that for a while and I feel that is such a good component of it.

I think it executed the concept well, and displayed the effects it included through the gameplay.

It's very cute. Very cutesy. The bombs are extremely fun to play around and the different effects that go into making them complete are easily apparent through the effects window. The coins are also a cool addition to have some sort of replayability to the game to see how many coins you can get before the game over screen.

It looks good visually that play can tell the platform is moving up. The range of the bomb is friendly, and the dashing is satisfying.

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What could this game have done better?

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I think it would be better if the game had some sound effects such as when you collect coins or when the bomb explodes. A background music would also be helpful for setting the mood. Additionally, it would be helpful for a damage taking effect on the player (such as a visible knockback or player changing color) to make it more obvious that the player has taken damage. It would also be cool (given that there's more time to develop it) if there were different types of bombs with different radius to better showcase the bomb radius effect.

Personally think the player controls could be finer tuned, the player moves quite slowly when not dashing. I feel that some of the effects like the bomb tracking fall more into the category of mechanics rather than juice effects.

player control feels a bit sluggish

I think that the game effects could have matched each other a little bit better but overall I think this is great

It would be cool to have different variants of the sky as the game progresses that slowly fade to a darker or different color, but otherwise I really liked everything.

Sometimes the jumping mechanic felt a little bit clunky.

I think the actual user could use some work because its literally just a rectangle right now. Additionally having the bombs maybe drop faster and faster based on variable times meaning as you progress through the game it gets harder would make the game even better. They should also vary the radius and timing of bomb explosion.

I didn't hear any audio, which could make the game better