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A member registered Jul 14, 2017

Recent community posts

This is quite great! Controls are responsive, character feels great to control, audiovisual loop is well implemented, soundtrack and overall vibe feel great, and levels are fair and fun to play! I really like the concepts and mechanics portrayed here, especially the switching in rotation between the two walls and with the trees. There are a couple of improvements to be had, however:
- Level difficulty progression is quite off. The first level is a great introduction, but after that comes a level that requires a lot more player skill (the one introducing the spikes) than has been built up in level 1. Level 3 then is a lot easier and calmer (which is why I think it should have been level 2), while level 4 and 5 are harder again, with the 4th one again being harder than the 5th one. The levels are fun and serve their purpose well, but your evolution in difficulty and concepts - level 5 combines things from level 1 and 3, while 4 combines all 3 -is all over the place. 
- The pattern on the spikes can be quite unforgiving at times, especially in level 2 considering that is your first time engaging with them.
- I do not quite see the dual mechanic come through. You can make a case for the jump both serving to change lanes and change the player rotation, but overall the dual purpose design is a bit vague/ambiguous. 

Other than those points, I had a blast playing this. It's a fun and elegant little experience, that I can see working quite well on mobile devices. I encourage you to go through with it and get to the point of actually releasing it properly, you already have at least one person interested in trying it out again! :D

Some feedback on your game:
First of all, the controls feel solid: they are responsive, feel fluid and are easy to learn. Character feels responsive and fitting for the concept as well. These things combined with some level design moments also create some interesting platforming challenges a la Super Meat Boy, for example with the saw enemies at the beginning of level 2. Lastly, the visual style is quite cute and endearing, with the visual feedback working well. However, there are some improvements we think could be made.

- The main problem with the game and level design is the utilization of the dash right now. The dash lasts way longer than most of the jumps it is utilized in and is a bit hard to actually pin-point when it comes to where it is going to land you. It is much easier to play the game for 80% or so without dashing than it is with dashing. 
- Overall level design could also use some work. There is little to no use of negative space or quit moments to break up the actions (or at least, it never feels like there is), and teaching the mechanics to the player is not done well enough to actually make us realize what we have to do, with for example the level starting off with a wall the player has no idea they can dash through if they did not already follow the tweets you made during development about the game mechanics. Also, using elevated platforms for enemies to move between has little to no purpose within the level design if I can just dash through the platforms.
- We were not sure what the purpose of the little box at the front side of the character is supposed to represent: none of the challenges in the game really show off clearly what it is used for. 
- The lone-standing flags dotted around the level do not actually serve as a checkpoint, which is quite confusing to players. 
- Coins during jump sections are not aligned well with the dash arc or jump arc, making getting coins quite impossible in some cases.
- There is not a clear level end. Walking off-screen to end the level is not clear to the player (f.e. Mario has a flagpole, which 100% clearly signifies that the level has ended).
- Enemy placement and/or patterns are not satisfyingly correlated with the dash. If I dash into one enemy to kill it in level 1 for example, 90% of the time you just die to the enemy moving behind it. 

All three of us here do feel like this game has potential, and we hope this feedback is useful for improving on the overall mechanics, level design and feedback loop to realize that potential! :)