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Thanks for the feedback! I'll be sure to keep this in mind - when you design a challenge and test it it's not quite the same as someone else doing it; I know the levels in this game front to back and so rarely get frustrated playing them. However, I see where you're coming from - other people have said the same thing, and I won't deny I need to maybe get other people to playtest in the future.

Thanks again for all the help!

I've definitely come up against the same problem in some of the stuff I've made, and I guess that's why the common wisdom is that playtesting is very useful. I don't think anyone's expecting extensive playtesting in a 48 hour jam, but I think if you want to take this game further, it'd be a good idea.

Ideas are easy and execution is hard, so here's a worthless idea: it could be neat to make a few more of these single mechanic metroidvanias and package them all together into a single game. So the player picks from "Grapple", "Roll", "Dash", ... on the main menu and then is taken to the separate metroidvania. That way, they could easily go and try something else if they get stuck in one of them.

Interesting idea... although you might also be able to put them all into a single game. Maybe different areas could focus on a certain power-up, using the others for secrets.

I might take this further, might not... I am working on other, bigger things, though - some of them will release soon! But I might come back to this if I ever have the time.