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(Edited 5 times)

I am into the fire level so far. Some thoughts after playing a bit:

  • Crystals sometimes land over holes and float or out of bounds.
  • Teleportation bubbles blend in a whole lot with the background, lots of them all over the map when doing the run, even if you haven't died? Was a bit confused about that not sure if intended.
  • Flying seed ghost can land on bar even if immediate death is result/over hole, doesn't feel good when it happens accidentally.
  • Would like to have "shoulder" buttons change seed type 1 slot and pause, unpause 1 second or so after the last shoulder button pressed. Died a few times due to changing seed type when too close to enemy and having to have finger on A button instead of a stick to unpause.
  • Feels like there should be a bigger reward for reaching the 1/4 map friendly zones? Maybe a heal to 3 hearts? Or having the special seed type unlock zones appear there if you didn't teleport up instead of mid level? They are such a big reward that having them used that way would make sense.
  • Loosing multiple hearts when falling in a hole was very unintuitive. I didn't understand it until I read how it worked on here. 1 heart is probably enough with the pain of having to go up again still making checkpoints worth placing nearly the same as they are now.
  • If you die from falling in a hole, would like that to happen right away maybe?
  • The "last heart" warning noise kinda gets in the way and don't think it made me care any more about my health level.
  • I didn't understand (and maybe still don't?) the antidote seed. But seems like it should only appear if you already have the mushroom seed?
  • When ending run where you teleported, path on the map maybe should start at the zone you teleported too? Actually the whole teleporting thing I am not sure how I feel about. It might make the higher levels more special if it just didn't exist?
  • I kind of wanted to have the bar move faster, seems like there would be some problems with leaderboard etc if the user could choose speed though. I haven't beaten the game yet so don't know what happens (working on it) but maybe a hard/pro mode or something where the bar is faster? It seems like it might actually make the game easier if there aren't other differences as well though, more holes etc.
  • The score seems based only on distance, not sure? Having it be a factor of speed, enemies killed, seeds planted, crystals/gold picked up, lack of deaths, would give more competitiveness. See the leader-board thing, maybe some of that is already planned?
  • Would like to be able to skip the loading/splash screen on click if it is just a visual.
  • Enemies that jump from off-screen killing you is a bit frustrating. The black slug things that rotate and jump from below, the ones that create and pop out of holes from above.

Game is amazing!

Teleportation bubbles blend in a whole lot with the background, lots of them all over the map when doing the run, even if you haven't died? Was a bit confused about that not sure if intended.

Oh man you know what this is probably a bug where they aren't getting reset properly when respawning the world. Good catch!!

Flying seed ghost can land on bar even if immediate death is result/over hole, doesn't feel good when it happens accidentally.

Not sure what you mean by the flying seed ghost – are you referring to the flying seed after you get knocked up in the air?

Would like to have "shoulder" buttons change seed type 1 slot and pause, unpause 1 second or so after the last shoulder button pressed. Died a few times due to changing seed type when too close to enemy and having to have finger on A button instead of a stick to unpause.

We had hotswapping implemented at some point, but I'm really intrigued by the pause suggestion – never thought of that! Will definitely be interested to try this out eventually.

The "last heart" warning noise kinda gets in the way and don't think it made me care any more about my health level.

Good to hear -– my guess is it'll get toned down eventually – was a sound added when people were struggling to understand that they had health at all and we were attempting to hit them over the head with every piece of feedback at our disposal including sound haha

I didn't understand (and maybe still don't?) the antidote seed. But seems like it should only appear if you already have the mushroom seed?

Yeah, it only interacts with the poison (mushroom) seed. The reason we always spawn it in the world is that it can be interesting to pick it up early and hope to get poison later on. I agree that it is one of the more confusing seeds, so maybe there is a way to obscure it until you're more comfortable with the game. Or giving it some kind of secondary function besides just curing poison might be the real answer.

When ending run where you teleported, path on the map maybe should start at the zone you teleported too? Actually the whole teleporting thing I am not sure how I feel about. It might make the higher levels more special if it just didn't exist?

Good catch on the starting point – we actually don't use teleporters ourselves very often so that's just a bug. We've debated a bunch if they should exist at all in the past. The problem they're trying to solve is that there's often that wall in roguelikes where you're working on a new area but just don't know the enemies at all so you get really stuck. So the hope is that teleporters are helpful enough to help you learn enemies, but not having the crystals/suits/hearts from playing previous biomes that it isn't a super effective strategy for beating the game or actually progressing (a-la Spelunky) (you probably already know this, but, just thought I'd write it down).

This week I am working on a sort of "mission" or "quest" system where you're given little tasks/challenges in the biome you're working on. The idea is that at the end of this chain you then unlock the opportunity to attempt to unlock the teleporter to the next biome. This will hopefully somewhat approach the problem of making it feel less special, and give players enough time to get good at that biome before unlocking the teleporter. This in turn hopefully means that players are much better by the time they unlock the teleporter so that gaining the advantage of crystals/suits/hearts gained from previous biomes makes teleporters much less appealing.

The score seems based only on distance, not sure? Having it be a factor of speed, enemies killed, seeds planted, crystals/gold picked up, lack of deaths, would give more competitiveness. See the leader-board thing, maybe some of that is already planned?

The plan with the leaderboard is to have scores be purely distance-based up until you beat the game. At that point a score for beating the game will be valued via some combination of speed and crystals to determine the highest beat-the-game score.


Thank you so much for all this incredibly thoughtful feedback!! Definitely thinking on everything else on your list as well!

Not sure what you mean by the flying seed ghost – are you referring to the flying seed after you get knocked up in the air?

Yeah after getting hurt. There are times when you can get killed in weird places and almost forced to catch the seed over a hole or enemy as you try to move the start away. Also spikes kill enemies while you are in the air which feels odd.

Cool the quests sound interesting!

Was thinking something that might be fun in the starting camp is a shorter very difficult challenge/practice area that does not change like the current challenges do, and has no impact on the real game. More of an ICB machine analogue. 20+ with a good run is a bit long to play competitively with friends on the couch passing the controller around. Different RNG means they are hard to compare and the score doesn't really account for that right now. Just a thought!

Thanks for the detailed response. Everything sounds good! Having a ton of fun.

Was thinking something that might be fun in the starting camp is a shorter very difficult challenge/practice area that does not change like the current challenges do, and has no impact on the real game. More of an ICB machine analogue. 20+ with a good run is a bit long to play competitively with friends on the couch passing the controller around. Different RNG means they are hard to compare and the score doesn't really account for that right now. Just a thought!

This is a really interesting idea! Sort of a local multiplayer quick-competition mode! We've been thinking on how to make the game more amenable to multiple players and this is a really cool idea