yea, see it this way, it is usefull to see the progress you have made. it will be like a time capsule.
toloDev
Creator of
Recent community posts
i think what you did with the level design is to think of a fun series of actions you need to make in order to pass the obstaces.
"ok, you double jump here, double jump here and only do one jump here or otherwise you won't reach the floor soon enought"
but the player doesn't know this series of steps before playing so in the player's perspective you are just hit with obstacles which you can't clear in an intuitive way, which doesn't feels fun at the beggining.
it also is way to hard for beeing the beggining of the game. did you adjust the dificulty based on your skill? because remember you got better while developing the game, but a new player will start from scratch.
i know this doesn't reflect your current skill but i wonder if that was what how you made the levels at the time.
pretty cool prototype. at first i just wandered around, then i used the scanner, but then i realised the cool stuff did nothing for now, so i started following the marine floor looking for the highest elevation trying to get to that 970 elevation, but i think there wasn't ground at that height and the idea was for you to rise when you were done. i found following the floor more intresting than simply using the radar and heading on a straight line. maybe you could consider using the floor as the guider instead, that could be done in several cool ways probably and would make the exploration feel better imo.
this game is really relatable. after a nose operation for turbinates iwas told that i had to clean my nose by flicking it, and that habbit perdured after the recovery. i don't if it was because of that or because either the recovery or the surgery went wrong, but ever since my nose has itched and i try not to touch it but sometimes i do it unconsioucly. The worst part is that that surgery didn't even solved my turbinates! such a disaster. IT WAS 2 YEARS AGOOO
the game is too unforviging, in an unfair way. for example teh square kills you with barely touching you, which feels wrong because it feels like it kills you without touching, making its hitbox a little bit smaller would help with that. Also the dificulty is way too high. you probably got better as you played this game for 4 days, but people who play it start from zero and don't have the skill level you ave after 4 days.
the concept is pretty good, though it doesn't fit the theme.
Damn! this game is trully something else. it leave me with a feeling similar to when you finish a movie, AND IT WAS A JAM GAME! The storry telling is amazing. not only for the moral of the story, but also the little stories inside, like the exiled executoner, and also by how you start regcognizing and growing affection for the kindom as well as melancoly.
the gameplay is simple and not to original, but the way its used is exeptional.
really fun and good idea! and the levels were well made too. the music wasn't impressive but it fitted the vibe very well. A comment i have is that the, i think fifth level, relies too much on player movement, so if you just slightly bounce on one of your iterations, it messes up everything which was a bit frustrating
really fun and good idea! and the levels were well made too. the music wasn't impressive but it fitted the vibe very well. A comment i have is that the, i think fifth level, relies too much on player movement, so if you just slightly bounce on one of your iterations, it messes up everything which was a bit frustrating
really cool idea, the gamplay changes a bit as there piles gets higher, you need faster reflexes, it becomes more intense. The only thing is that controls can feel a bit unfair, though maybe if controls were fairer the game would be to easy and become boring. So you probably make them fairer but keep the presitiona nd timing needed.
the controls may behave weird but they work for the game. (though of course they are not perfect) the grapling felt really satisfying, i played other plataformers with grapling mechanics and they were frustrating.
the levels were very nice, they had personality and cool obstacles. they don't feel like a tutorial either.