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

Hey, I just played your game and have some thoughts to share. First up, the good stuff - the art and drone movements are super cool, and the whole concept with toothpaste physics really did it for me. 

But there are a few bits that felt a bit off to me:

  1. Missile Collider: The collider is a bit too large. I got hit a few times unexpectedly when I was positive that I dodged the missile "just right." 
  2. Missile Acceleration Speed: Those missiles are super fast after crossing a vertical distance. Dodging them at the last second feels unrealistic, at least for me. Perhaps setting a lower max speed could add to the fun of dodging everything just at the right time. 
  3. Clean Tooth Mechanics: I think that when a tooth is getting cleaned mid-charging a missile, it should stop the missile charge similarly to how it stops the fish attack later on.
  4. Shaking Teeth Animation: In level 2, the shaking teeth just turn dirty again, which is a bit confusing. A shaking tooth is a premise for it to be detached, which happens on higher levels, but it did not make sense to me on level 2.
  5. Inactivity Period: There's a stretch where I'm just watching teeth shake. It's cool, N' all, but I don't have any reason to do anything. It hurts most when replaying a level. Maybe there could be something else to do during this downtime?
  6. Getting Hit Feedback: The impact of getting hit could be more intense. 
  7. Laser Dude Timing: The blue monster's laser hits before it seems ready. The laser is thin and white and then becomes thick and blue - I was under the impression that I wouldn't get hit at the thin-white phase. 
  8. Invulnerability Time: A short invincibility period after a hit could be a nice addition. I hate suggesting features when I comment on games, but I made this exception. I feel it's a mandatory mechanism when not dealing with games that involve physics (Like Splunky 2). 
  9. Last Enemy Attacks: The final enemy's attacks come in hot and fast. Too fast. It feels like a forced "Hey, I'll make it extra hard," not in a way I found to be fun. 
  10. In-level pacing is awesome! Chilling and cleaning into an "OH SHIT" and then going back to chilling and cleaning works great. But when addressing the difficulty curve between levels, I think it's a bit too harsh. 

Waiting for future updates!