Just some quick feedback: when clicking the top right "x" to close the window, the options "abandon" and "continue" are maybe a little ambiguous: me being me I just saw "continue" and thought: oh that means continue with the abandoning, I'll click the other option. But that's the wrong way around.
So maybe "abandon" could be in red text, and the other option could be "continue shift" or some in context words that clearly mean "this is NOT the option for abandoning". Also the "continue" being bordered and the abandon not being bordered or having some hover-over highlighting feels a little off to me (e.g. if you're deleting a repo on github, the red "delete repo" etc options are all bordered and emphasised just as much as other buttons). So it feels like that UI choice doesn't really align with / is the opposite to what I've learnt from other UIs.
anyway this is the most nitpicks of nitpicks and really doesn't matter much - the game looks great!
OffByTwoDev
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This was fun to play!
Things I liked:
the music
the sound effects
the overall art style
the overall gameplay loop
I'm going to describe some things I found frustrating, and then how I would go about fixing them (which of course you are free to ignore).
Frustrating things / things to improve:
its too easy. IMO the difficulty curve feels too easy to begin with. This also links to my next point
Its not chaotic enough (specifically in the early/mid game). The chaos mainly came in when you spawn in the "ring" of enemies around the player
The ring of enemies being spawned in is visible (IMO they should be spawned in off screen)
There's not many upgrade options or enemy variation (but obvs this is an early build so understandable)
Minor points: There's some typos in the abilities; may as well bind the arrow keys to movement as well as WASD.
How I'd improve these:
My first 2 points could be addressed by a few things. I actually think the "true" difficulty curve is perfectly fine - it's just the players feeling of the difficulty thats off. I'd slightly up the base movement speed, everything feels quite sluggish to start with. The movement speed upgrades are imperceptibly small, I was left questioning if they had even done anything. Especially for how powerful some of the upgrades are (e.g. gaining the orbs, or upgrading the push ability), I think the movement speed upgrades should be higher.
I also think some more varied & more difficult enemies earlier on would be good. Or maybe bosses. It felt like whatever I chose for the first 8 or so upgrades didn't matter that much. IMO in this type of game you should have to be working towards some kind of combination of abilities that work well together early on (and if you dont get this, you should be punished by taking damage and losing early). But this is just my opinion. More abilities would also help.
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All that being said, this was genuinely fun to play and I think its a really solid first public build. I just thought I'd give as much advice as possible; maybe I have missed the mark and please don't take my feedback as a negative thing! If you have any other questions, feel free to let me know!
Things I liked:
I liked the difficulty and overall gameplay a lot (very celeste-y)
artstyle & music were great!
I found 2 things a little frustrating: the velocity smoothing on the character (or the slight slidey feel) and the hitboxes. Sometimes it felt that as soon as the edge of my character hit a spike I died; I think it would be less frustrating if there was a smaller player hitbox (of course you could then increase the size of the spikes in order to have the same physically valid area, but it would just be visually a more intuitive representation of where I am allowed to be)
That being said, I really liked this game! 5/5
This was super fun to play! Some things I liked:
the music
the sound effects
my favourite levels were the more open ones (I found the last one a little cramped, but ofc still very fun)
the lore / mini story was rly good
one thing I found a little jarring was the music cutting out completely when pressing space, maybe just low pass filtering it could help it flow a little better?
I nearly found myself getting frustrated at times, but shortly afterwards I started to really enjoy it. I think the difficulty is a good challenge and learning the movement was rewarding. This is a great game!
This is my first ever game (more of a demo really). Its a short puzzle game where the goal is to get 2 characters to the exit without either of them falling into the void below. The twist is you control both characters at the same time.
https://offbytwodev.itch.io/double-vision


