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Ok, I've been playing this again and il drop some thoughts in here, I know you appreciate the feedback looneybits. :)

Lanes: It is kind of difficult to realise the separate lanes to begin with unless you been playing a few times.

Suggestion: You have 3 darker trials on the run path, maybe change this to 5 to show the player they are like lanes. After a period of time you could have these lighten/disappear as the waves/game gets harder. Or perhaps the speed effect you have could be rendered in a way they shows the lanes in a subtle manner nearer the zebra playing area.

"That's the deal, if you don't survive you won't get the stars."

I understand that, but i find that this really punishes the player. What i think will be a good idea would be to add another variable that gives the player something else to play for as well, maybe an XP, which could unlock things like a 'Jump' ,'invincibility' or 'continue' perk for a short while to give the player some hope of reaching the end of the waves. On many occasions i got to wave 4 after like 10 attempts only for the tree to kill me, (and i wasn't convinced i actually hit the tree) and lost all my coins on that run. Then to be honest i didn't feel like playing it anymore, had i got something for my trouble it would make it more the while playing or continue trying and not feel so hard done by.

i did notice that it does get slightly faster on some waves.

Hope this is helpful. :)

Yeah!! I appreciate your feedback a lot, in fact I've introduced things that were proposed on SensibleGear comments, like coins(stars), a terrain and also I've decreased the difficulty (not much as I can see) but this game is slower than SensibleGear, so thank you very much for your feedback.