Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Very good one!

I liked the aesthetics, sound, and also the interesting choice of mechanics for the two characters!


I think that the puzzle component is sometimes weakened by the precision that you need to do certain maneuvers. (The "I know how to do it, but I can't do it" feeling)

Also, I think that you added more levels than the level design ideas that you had. A lot of time you simply do the same thing again and again! )=

Then for the control scheme, I leave you with another take. I think that this is a more natural mapping, but I may be wrong, of course, it needs testing!

- W, Space: Jump

- S: Bloat (S is a key that's part of the WASD that is movement-related, so it is natural to have an action that directly affects the player here.)

- Q: Teleport (If you are Bloated this deflates you and teleport. This key is the hardest to reach, but this is ok because it is an action that you usually perform in safety.)

- Shift: Switch character (Shift is kind of a separate key, so it makes sense to have the only mechanic that is not related to the character control  here.)

I hope that these suggestions can help you!


Thank you for the experience! Keep it up with your work! :)

(1 edit)

Thanks for your feedback. In terms of level design, my goal was to make it more than just a puzzle platformer, I wanted to add a little challenge (like in Celeste or Super Meat Boy), so it would be like a puzzle game with some challenge elements. And in general, this was my first experience in level design, so it is possible that some may be a little monotonous. Also thank you for your suggestions regarding controls, I will definitely take them into account when finalizing the game.