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Feedback wanted for a Space Game!

A topic by Jax created Feb 27, 2024 Views: 359 Replies: 14
Viewing posts 1 to 6
(2 edits)


A little peak at the gameplay!

Hello, thanks for checking out my page!

After working on my new game for a while, I have finally released my newest game, Planet Paradise!

Planet Paradise is a game where you control the platforms instead of the player, embark on a cosmic journey in space where you guide your robot across floating islands to touch distant planets. With just your mouse, manipulate platforms and construct pathways to fulfill the robot's dream.

Because this game depends on the core mechanics of constantly moving the platforms and retrying, I was wondering if this game is fun to others, my friends had fun playing it but what do you guys think! 

Any form of feedback (game mechanics, game page, trailer) is welcomed, I'm happy to learn from you!

Come check it out, available on the browser! - https://jnwjchannel.itch.io/planet-paradise

(+1)

Hey, just played for about 15 – 20 mins and managed to get through about half of the levels on the first planet, got some pros and cons if you’re interested.

For context, I normally tend to stick to shooters and first-person stuff, but I do really enjoy puzzle and platforming games when they’re done well. 

Pros

  • UI felt really good, its clear immediately that a lot of effort was put into making stuff like transitions felt smooth and intuitive. Honestly it feels like with a few more refinements it would be ready for proper publishing.
  • Puzzle progression felt very natural and smooth. The integration of new mechanics felt good and by the time they were commonplace in levels I felt I knew how they worked and would interact with outer objects.
  • Overall, I dug the visuals, each different ‘building’ stood out visually and feedback from stuff like bouncing/death/getting boosted felt very smooth and fitting.

Cons

  • Some puzzles felt a bit to punishing on where you needed to place different object, and in some levels a lot of my time was spent fidgeting with different placements so the player could reach them instead of trying out different combinations of buildings.
  • I liked the moving lasers aspect, added a nice extra element to consider. But it did feel annoying sometimes having to wait for a laser to rotate to the right spot where I could try my run again. Maybe potentially only having them move during a run and not while testing different layouts, just a thought.
  • Really small nitpick but the premise felt a little hard to grasp. It’s not really the important to the gameplay but it felt like a bit of text or something to explain what the ‘plot’ at the start may have helped. Again, only really a nitpick but wanted to mention it.

Overall, I thought I was great, game feel and animation are a real pride point, but other stuff like the level progression and mechanics make this a pretty fun puzzle game. Feels like with some more refinement this could easily be a really fun casual game to play while chilling out.

Hope this helps :)

Hello, 

I really appreciate taking your time out to play my game and leaving an amazing feedback, and I want to say a BIGGG thank you, your feedback means a lot to me :D

I made this game with the aim to improve on my level designing skills, and your feedback will definitely help me in improving my games. I'm really happy to hear that you enjoyed my game, and I will definitely take all your feedback into consideration to enhance future projects.

Cheers, 😀

(+1)

Glad I could help out. Hope your future stuff goes well:

Thanks again! I have a quick question, when you were playing the game, did you know that you could start the game without pressing Space bar? I feel like that I didn’t make it clearer you could click on the UIs.

(+1)

What does Move[RC] mean? and Edit[LC]  ?  .... I'm guessing Right and Left, but what is the C ?

(1 edit)

Right Click and Left Click! I will definitely make things like this clearer next time, thank you for playing!

(+1)

Congratulations, this game is great. It's giving me the same vibes I got first playing Angry Birds or Stickman Golf.

Maybe it's not possible, but I wish I could play it completely with my mouse, I still need to reach to the keyboard to hit the space bar.

(2 edits)

Thank you so much! You can actually click on the start UI to start the game! Another thing that I can make clearer next time XD

Deleted post

Hello! Thanks for playing, really happy you enjoyed your time playing! I will definitely keep in mind your feedback for my game, they are really helpful and I really appreciate it!

Thank you :D

(+1)

it's a nice and simple game. not too difficult but still sharpens the brain to think. This makes you feel like trying various ways. I have played until level 21.

(2 edits)

Thank you so much for playing, I’m glad you enjoyed your time playing and found the puzzles to be engaging! Cheers :D

(+1)

Hi there, Dropping in to give some feedback on your game. For background, I'm into MMOs mainly, but I do enjoy more puzzle- oriented games such as human fall flat.

Overall, I liked the general aesthetic of the game, And visually I think that no improvements are needed. The UI itself is well designed, and each building is visually unique enough to the point where you can usually figure out what it does without actually having to test it. The progression of difficulty in the puzzles felt good, with each new setting adding a new mechanic or building helping to keep the core loop refreshing.

The premise of the game itself is quite simple, and I enjoyed finding new way to configure my pieces, however there were times when playing (I reached level 26 for reference) where the placement of the platforms could become rather finicky and not satisfying. An idea to fix this potentially is showing a "preview" to how the character will interact with objects, but this could limit experimentation as a flow. 

Another small fix I would suggest would be to keep the spinning lasers static until the game enters play, to remove the problem of the player waiting to start their run-through so that they don't prematurely doom themselves.

Hello! Thanks so much for playing my game and also leaving such awesome feedback! They are really important to me and it has definitely gave me more insights into my game :D

One thing I want talk about is the lasers, I really agree on the fact that waiting for the lasers to go by is boring, but I have experimented with ways the players could start their round such static lasers, static lasers on start etc. One thing I found was that by letting the player decide when they want to go off, it gives the player more options and leeway in how they would place their platforms. Basically, predetermined laser starting positions made the game feel more restrictive.

I think a lot of the issues in this game is a tradeoff of something else, laser issue is a tradeoff in giving the player more freedom, the "preview" of the character removes the puzzle elements etc. 

If you have any protentional tips for this type of problems in game designing, I'm really happy to hear it!

Cheers!