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Kroesed

1
Posts
A member registered May 31, 2022

Recent community posts

great place overall, enjoyed the puzzles and defiantly got the a ha moment on levels 4-6.  One thing with game being both a puzzle and platform/speed game that could lend useful in future.  For example say a levels initial impression leads you to believe it can be solved with problem/puzzle aspect when it actually requires more precision or speed.  I had a bit of this on the 4 or 5 level.  there were times the mix was confusing but if you can make it clear when what your doing isn't the correct way I'd argue it adds a lot to the game both puzzle wise and precision platform.  Sometimes great ideas will constantly be in conflict with one another, but when blended correctly mix so well it becomes the stable of the game


Couple other ideas I had for mechanics that I thought of while playing that might be helpful

- A recall option to pull the magnet in whatever direction you are, not necessarily through walls but towards you until it hits a wall.  could be something where magnet isn't in range but you can pull it/ reverse polarity a few times to get it to reach you.   this you'd pry want to make a separate power up only available on certain levels

- a lateral magnetic field type with weaker pull then when polarity is right would either speed up your move or slow you down, allowing for some interesting puzzle ideas.  You could also use this same type of field to be used to slingshot magnet

- not necessarily for these missions, but i could see if your going to speed-run/precision game  allowing user to reverse polarity much quicker so they could say bounce from one electrical field to the next and avoid death rays or something


Coming from another programmer of 4 years (not video games, but more PLC and Controls) i think your doing a great job and well on your way towards a great game.  Lots of great and helpful improvements over last iteration.