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(2 edits) (+1)

Whilst an overall decent experience, the game was extremely frustrating and not because of the difficulty (Which i don't mind), but by the randomness of it all. During the last level i legit killed myself 30 times or so to have a chance of having a roster in which the game was possible.

I assume the game would be more plausible with controller as opposed to keyboard.


Another critique i had was less obvious but when i try-harded the game to finish it, (i had 50+ attempts on 3 levels i think), Well it's hard to always remember some of the conditions that occur (The Retaliation and Zero gravity have no visual change to them, making me lose a couple of runs to it.). I'd advise some kind of icons in the upper corner perhaps? To remind the player of the current modifier?

Another critique would be the one-hit kill. I don't mind the game being hard. I do mind that when I'm going at mach 10 because i used a fully charged shot for propulsion, i would prefer if grazing a spike or an enemy wasn't such an unforgiving experience. Death is extremely punishing in this game because you need to re roll all conditions. I can propose two solutions. 1 would be to allow one mistake (So you become invincible for a short while after getting your first hit, and next hit you die), OR you could make is so that dying doesn't cause the conditions to change. You could make it so the conditions change only if the player clicks on X button. That would also allow me to reroll easier instead of non-stop seppuku for 5 mins, needing to wait AGES during the loading screen. You could fuse both ideas into maybe the first death just resets you back to the beginning.


At the end of the day, it was a cute little game with a fun gimmick. It has its flaws so i won't recommend it to anyone. 

6/10

Idk if you plan on making more games in the future but if you do i can go more in-depth to try and provide adequate criticism.

(+1)

Thanks for the lengthy feedback. It is important to understand fully the crunch that any developer or team goes through during the duration of a game jam -- even though this was 20 days, we really didn't have a ton of time to make a good solution to frustration, especially as deep rooted a problem as it is.

(+1)

Yes I understand the time crunch!

Perhaps next time you could try and fix these kind of issues early on? I mean even before all of art and sounds were made. Like very early into development!

I'd also advise having beta testers. It really does help understand how the average player will react to certain things.

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Agreed! We didn't realize they were problems, at the time. The gameplay loop was finished late into development because we, possibly foolishly, were making art and game mechanics at the same time. I coded all of the modes before implementing the restarting of levels.

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You still did a very good job. I congratulate all members of your team!

But yes. Next game jam you make, you should make the gameplay fun first before the graphics! I can enjoy a funny ugly game, but not a beautiful frustrating one ya get me?

(+1)

The problem was more that we thought it was fun, but now that I've played it a few times through, a few modes should be removed/heavily changed.

(+1)

like the jetpack XD?

King mode also could use a bit of help lmao.

But ye.

Anyhoo, hope you have a nice life mate 👍