Wow. A masterpiece of mediocrity. Thanks for the trauma. 👏 (+ small PP energy)

MOHMOH
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Hope I am not late! Here is my mediocre game trailer https://youtu.be/cp6ZSU12Ntg
The game is so fun and polished, it’s a shame I didn’t get to play it during the voting period. I love how I can spam A&D or the arrow keys to go super fast, it makes me feel like I’m having a tiny seizure, but in a good way. One thing I wish for is that the difficulty would start off easy and gradually ramp up, just to give players a little breathing room at first—so they can blame their own terrible reflexes instead of the RNG gods right out of the gate.
Means a lot! (It’s less of a skill issue and more of me building the level based on my own platforming preferences, I’ve played way too much Celeste, Duck Game, and Mario.) As for the jump, I’ll adjust it, I wasn’t fair, and adding coyote time made me think players would realize they can use air time for longer jumps. Silly me. No one noticed at first. The checkpoints were a last-ditch effort to make things easier, and the camera? I was stuck between fixed or smooth follow. Classic indecision.
Thank you so much for this wonderful feedback, it really means a lot! I love taking simple things and finding a way to give them a new identity or effect, just like the old-school developers used to do. (Take the Mario 64 devs, for example, they wanted a metallic effect, so they just… put a flower on the screen and called it a day. Brilliant.)
It’s due to me forgetting to stop the arrows from firing at the start. I have a low-end laptop, and it runs perfectly with a bit of lag here and there. (You’d think with all the games I’ve made, I’d remember to at least add “destroy outside of screen”… BUT NO, my ADHD brain had to forget something. Of course.)
Really amazing, love the idea, it reminded me of Doodle Jump. The enemies come a bit too fast sometimes, but it’s manageable. The power-ups, however, like to spawn far away, and the movement accelerates so quickly that by the time I get there, I feel like I’m playing tag with them. Still, great work!
Really love the idea—it’s amazing and original. The game needs a few tweaks:
1-Show an outline when colliding with a tool (sometimes I have to move slightly to pick one up).
2-Equipping time should be instant. Getting hit by an asteroid while taking out or putting away the hammer feels super slow.
4-Allow tools to be thrown to pick up another one (adding physics would make this more fun imagine a hammer flying around as you try to grab it). You could also add a player health bar, rewarding careful tool storage since tools would damage the player on collision.
5-Make a single ladder or fix the top one’s placement it’s hard to get the right angle to climb.
Overall, the game plays very well and I enjoyed it.
Thank you so much for the feedback. I’ve yet to see someone beat the game. I’ve played a lot of platforming games, and based on them, I worked on something similar while also adding coyote time so it wouldn’t be super hard. (In the screenshot, you can see that I reached the top in less than 4 minutes.)
Thank you so much for this amazing feedback. I’ll be redesigning the levels and optimizing the game, I’m even considering making a 3D version. As a developer, it’s hard to gauge whether something is too hard or too easy; you don’t want to make it super easy, but also not so difficult that players can’t win. It’s also tough to filter out your own skill level since I’m good at these types of games, I might not realize what’s challenging for others. Again, thank you so much for this wonderful feedback.














