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Cob50nm

1
Posts
A member registered Apr 05, 2019

Recent community posts

V2.0

The vertical jump feels very stunted compared to the horizontal jump, possibly because the character moves faster than I expect.

There were some puzzles that the wrong solutions were too close to being viable, where it felt like I could maybe do it if I was better. 

There were too many opportunities to soft lock yourself, which made it feel like the levels were designed and then only correct solution was tested. 

There were a lot of jumps that were close to being something I could make but were too far, again makes the level design feel sloppy. 

The first time I got a key and it faded to black and I exited the level felt bad, I think it would be more fun if I had to leave the room with the key. 

And to expand on that, it would make the correct solution feel more correct because it would leave the room in a state I could leave so that would be more confirmation that I had done it correctly. 

I didn't like that going through the doors was automatic, it felt like it was taking away my player agency. I think jumping into the pipes with the magnet might have felt better. 

Generally wasn't a fan of the throw the magnet into the pipe as a mechanic, throwing the magnet at a magnetic button would make more sense. The pipes feel very much a case of "Well it worked in Mario"

I feel like the platforms you can jump through should have a way to go back down through them. 

I think overall I was disappointed by the game, I feel like I expected more based on the videos and it failed to deliver. I think there are a lot of great building blocks in the game, but the level design and how things interact wasn't as smooth or intuitive as I would have liked.