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Looking for feedback in the demo to improve my unusual 2D "platformer" in space

A topic by LeoNatanoel created 49 days ago Views: 132 Replies: 4
Viewing posts 1 to 2
(2 edits)

Hey everyone it's been a while seen I release the demo for Flightless Star and it received some very significant updates for gameplay, quality of life and visuals. After all these updates I'm not planning in making any significant reworks, but before that I would love feedbacks in it's final state, maybe there more things I can improve in the demo or in the final game.

I'm loking for feedback specifically in gameplay, difficulty scaling of the level and in it's visual. I would also like some feedback in the itchio page, if there is something that it is lacking and I didn't notice.

Itchio page: https://leonatanoel.itch.io/flightlessstardemo


(+1)

I tried your game, and this was really fun. And I have some feedback for you.

Things that I really liked about your game: 

  • The core idea of jumping from planet to planet really worked. I had a lot of fun with this. And to some extend, it reminded me a bit of the "Super mario galaxy" which I had a lot of fun playing with my kids when they were smaller. 
  • The gravity around the planets was fun and engaging, and I was looking for ways to use that to have some fun. 
  • I dont know why, but it somehow reminded me of playing Star Control II when I was younger.

Things that I think could improve the game

  • I was missing a bit of flow - the linear approach to "there is only one planet I can jump to" felt restrictive, and I would have prefered if I could have had a bigger map zoomed out a bit more, and had to find my own way instead of following a specific path. 
  • The gravity fields were extremely fun, and I would think that if you made them a bit bigger, they could be used a bit more effectively. 
  • I missed a bit that if you missed your target, then you would just fly into space. A small jetpack or something that could give you temporary control while between planets would be nice. 
  • The planet controls were a bit odd.. there is only left or right that the bird can walk, so why not leave it to left and right arrows?

I really enjoyed the game, and I believe that it have great potential for something bigger. 

If you could spare a few minutes reviwing my Demo, I would really appreciate it : https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...

(2 edits) (+1)

Cool thanks for playing my game ^^

Sadly a as a puzzle "platform" design in mind, it doesn't give too much liberty for the player to navigate the levels, but when I start adding more movement mechanics the player will naturally have more options.

About the controls, there is an alternate mode to walk in planets just using the left and right. I may change for it to be the default as a lot of people prefer. 

Will surelly try your game too and leave some feedback/suggestions.

About the puzzle platform, I understand. I think what I was trying to express, what that the constraint and inability to control at all once I have taken off made it feel like I was just watching, and being not able to fulle take advantage of the different mechanics that you have in the game. 
Ideas like, hold down to decide how much force I jump with, 1 second second jump.. or similar that could give me some bigger feeling of control. As right now it just felt like I was watching and hoping that my jumps worked. I dont know if my suggestions will work with the game, but it was what I was thinking while I was playing the game. 

I was looking for the controls, so I guess that I was unable to find/understand that this could be done :)

Thanks for sharing your game

Hi Leo, do you need any help with sound or music? Love you game by the way. though I feel like the game could do with a bit of deathbox expansion, I could see myself thinking if only the limits were a bit wider that sick play could've worked. Let me know as I've got a uni portfolio to submit by the 3rd of May and I'd love to compose for you. thanks