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I have to say I didn't like the game. Way to difficult and unforgiving. I ended at the level below:


  • You have several difficult challenges following eachother, some of which are trial and error because of the boat pathing.
  • Then you have the randomly spawning bikes, and the bikes randomly changing directions. Some earlier levels I just coasted through since by chance no bikes spawned.
  • The movement is also bad, fixed step movement with enemies that have fluid movement and hitboxes just feels bad. It would be better if you could just hold buttons to move.
  • Falling in water is also annoying, since it's hard to estimate your step distance. I know you can press shift, but you need to take big steps (and repeatedly push your arrow keys due to the movement) to avoid the obstacles so it doesn't always work. It's also strange that you can fall in water while pressing shift.
  • In general the game should choose whether it wants to use a time limit and punish failing like that, or work with a reset system. Not both.

Art is good and all that, but it's hard to appreciate it when you're pressed for time in an extremely difficult game.

Thank you for the feedback. I think somethings are difficult to address, the movement system being clunky is kind of core to the game, but I can definitely work on the difficulty by changing the pieces around the game. With the last comment, would a system where you lose time but are placed back to where you were when you made your last jump work better you think? I appreciate the advice.

Yes. I think a game like this can either choose to reset the player's progress upon death to the start of the level or work with a timelimit and deduct time whenever you are hit as you propose. Currently it feels frustrating  when you die at the end of a level, since not only do you need to redo the level, but you also won't be able to get very far into the game since you lost so much time.

In general I dislike timelimits in games, especially in this one. It runs counter to the story elements you have in your game. The feeling that I'll have to play optimally to see all the content really makes me not want to put effort into it. But that's a personal gripe of course. I guess what I'd like the most is for the timelimit to be optional, something like a high score type of thing. But your suggestion would alleviate a lot of the frustrations.

I think that’s a really good suggestion, I think at least taking out the time limit hit for a start isn’t difficult and I’ll see from there if it  feels good enough after that. I’m terms of the time limit, as of this build what story there is tends to be behind time limits but the plan is to have lots of content you only see if you’re taking longer than usual, eventually the second part of the game after you clear it will be to just explore the levels, head back to earlier levels in the late game to see what’s going on later in the day. Currently designing more story focused levels for world one with much less challenging levels as well. Again, thank you!