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carpetdiem

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A member registered Jun 09, 2020

Recent community posts

did crash once, but it's a fun short game :)

Great start! I found a couple hitches listed below:

1. If I hold (instead of tap) X to pick up the magnet, I do not expect the throw action to begin. I think it would be more intuitive for the throw preparation state to only be activated after the X button has been released and re-pressed.

2. When holding the magnet, it's collision can be troublesome. First, I got stuck underneath a platform because the magnet jammed against the ceiling. Second, I was pushed off a ledge while aiming because the magnet went too far back. I think it would make sense to cheat the collision or reduce the radius as the magnet collides while being aimed.

3. Needing to restart and re-progress through a puzzle start is demoralizing. As an ultimate challenge this feels like a great way to turn up the heat, but when introducing new mechanics, I would appreciate if it was harder to get stuck.

4. Exiting a level to the hub world from the door (or out the pipe) of the level would put me closer to my next level and would feel more continuous. traversing the hub world started to feel like a chore as it got farther. Though it was great that it was super obvious which levels I had completed


Thanks for the demo and your great series!