Yeah, that's a very good point. You get rewarded more for running past everything rather than risking getting hit and upping the radiation rate. Forcing encounters and tying enemy kills to some sort of progression like a player upgrade shop would probably help. Thanks for the feedback!
snazzyrazzy
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This game just instantly clicks, which is super impressive. Very satisfying to blast the asteroids. I think the sfx could be improved as the effects were a little harsh. Also, I think a quicker turnround between runs as in shorter runs with more focus on progression could work well for a game of this style as the gameplay itself isn't too challenging or complex, more relaxing and in the pocket sort of vibe
This game just instantly clicks, which is super impressive. Very satisfying to blast the asteroids. I think the sfx could be improved as the effects were a little harsh. Also, I think a quicker turnround between runs as in shorter runs with more focus on progression could work well for a game of this style as the gameplay itself isn't too challenging or complex
Thank you, thank you! I wish I could've done more with SFX because that was super fun and I could've spent the whole week on that alone highkey. I wanted to tune to the SFX to the same key as the background song, compose a few different themes, etc, but alas, time constraints exist. I appreciate the review!
Yes, of course! Putting the swap key right next to the move key is difficult for controlling. Also w being the key for interacting feels odd. I'd keep jump on w and do interact and swap with the right hand on the keyboard, maybe like j and k or something.
Also, the character feels too floaty and unwieldy for me. I'd lower the movement speed a bit tad, especially since the player needs to swap between the two worlds, so they should have more time to hang in the air to get that timing right.
I did notice the coyote time and the ledge step up btw, which is amazing. Lmk if you have any more questions!
Cute game!! One thing that could be improved is the ability to just drill in the direction of your mouse without having to physically click the block like in Terraria. I was confused on how to break blocks for the first little bit because I just assumed you could hold left click and drill in a direction and it would work haha. That control scheme is a lot more intuitive I feel
Love the art style and the concept! I think the puzzle design and player control can use some work. It was a little awkward switching between worlds while moving right as well. And the puzzle design kinda felt like busy work rather than trying to solve a puzzle. The story in the game def hit though haha. Great work overall!
Woah, this is amazing! It's super technically impressive and extremely pretty, which is a hard combo to pull off. I know a lot of people have been reacting somewhat negatively to the audio, but I think there's something interesting there! Those plinky runs are perfect ear candy and the atonal-ness works well to conjure up that lost-floaty-dreamy feeling that you're representing here. I also love the concept you went with regarding the theme. :)
Woooaoh dude this is great! I love the art and sound design. How the grass against the wall makes sound when you shoot it, and the crazy environment variety while still using a retro color palette, absolutely amazing. I think there's a great game in here! I think the player control could use a little work though. The character feels a little too heavy. I think the gravity needs to be reduced slightly and some coyote frames given to jumping and a bit more acceleration when the character first starts moving. That's the major piece of constructive criticism that stood out to me. But overall, love it!
