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(2 edits)

That's unfortunate that you didn't like it. I was pretty rushed for time and put more effort into the art as that's something I'm more comfortable with, opting to keep the game simple and concise instead. 

That being said It's unfortunate a few bugs and other issues sneaked through the cracks.

Outside of the treadmill bug (that sorry I hadn't seen on my previous playthroughs testing it) was there anything else you could offer some feedback on? I'm always looking to improve on my work and every bit of feedback is helpful

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The treadmill bug isn't exactly a bug, It's just that at the end, your character is no longer crouching but in a falling state. And if a cannonball happens to be above you it results in you dying.

EDIT:Humor and mechanics were definitely on point otherwise. I enjoyed so much of this game, the art the music and the way you have to think about your approach because you can only move left. It's an amazing piece of work.

Ah! Thank you @foolishfire that explains that then! It would be pretty easy to fix too. Thanks for letting me know I was scratching my head on that one.


Thanks for playing And I'm glad you enjoyed the game, I really appreciate it

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Yeah, Foolish Fire explained the treadmill "bug". I'm not saying that I expect a Jam game to be as polished as a full release game.  It just seems a bit weird that your pixelart and platforming is so well made, but instead of getting some depth into the platforming mechanics. Instead, it's wasted (in my opinion) on joke upgrades that don't change anything of substance. That would be okay if that would go along with mechanical upgrades, but instead it's just jokes that, for me at least, did not land once. Especially when a lot of the upgrade jokes are any combination of useless and annoying. There are also little things like the elevator joke on the side being too far away, so you can only read the last two words, etc.
Add to that the fact that a lot of time is wasted on the players part because you have to wait. Wait for the platforms to get into usefull positions. Wait for the treadmill to move you left. Wait for the elevator. That just destroys any of the pacing you manage to create with the tight controls.

That's the reason why I'm even complaining. Beneath all the jokes that never landed and questionable pacing design, there is beautiful pixel art, great controls and an interesting mechanic in its limitation that might be able to be crafted into level design that webs like a metroidvania by just getting the ability to go right after 2/3 of the game.

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Thats understandable - sorry the game didn't live up to your expectations. if you'd prefer a normal platformer I've made one of those found here. A lot of the controls in that inspired the systems in my jam game. It offers a more natural Metroidvania style progression, though the humor may not gel well with you the mechanics you describe are exactly what are offered here instead.