Good aesthetic choices with the player character and enemy sprites. Easy to tell the difference between platforms, background, and actors.
Love how the player can choose one of the three abilities.
Level and enemy generation felt good and the aspect of powering up as you explore was nice.
The game feel is very good. The sound effects and visual effects really help convey player movement, player damage, etc. The theme of the game is also very nice and consistent throughout the game.
I love how PCG works in this game! I feel the fire guy is really cuuute!
This game has a very cute sprite animation for both the player avator and enemies. The music is also very relaxing. The level generation works very well. And upgrade system also make it interesting.
I like the exploratory aspect of the game. The player has to explore the procedurally generated world and find special powerups which seem procedurally curated as well. This complements the exploratory approach to the game design and works well with procedural generation. The system of abilities to find and use is well done.
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What could this game have done better?
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The player movement is slippery and feels hard to control. The enemy bullets are small and blend into the background, and it feels unfair that they are able to pass through the terrain.
It was kind of hard to jump up the platforms.
Player movement felt a bit to slippery and the enemy hitboxes felt slightly too large, especially if they were a step above me but I was still getting hit. I ran into and got stuck on the walls often. The color of the green moving platform was really hard to see.
I think the game's content generation could be expanded a bit. Maybe more variety in the different chunks could lead to mor e variance in the level generation.
Good game!
I think the camera should follow more fast. Currently, when player is falling down to lower levels, he has no idea where he will fall on to thus having no reaction time for it. The sticking-to-the-wall mechanism doesn't make the gameplay better, instead players may often stuck to wall when they are trying to jump.
There is an issue with the camera of the game. There were many instances where i could not see certain parts of the level to determine the right course of action. This lead to occasional annoyances in an otherwise fun experience. Also the level design does not allow backtracking which could lead the player to be stuck at a particular place and would be forced to restart the game
Comments
What did this game do well?
****************************
Good aesthetic choices with the player character and enemy sprites. Easy to tell the difference between platforms, background, and actors.
Love how the player can choose one of the three abilities.
Level and enemy generation felt good and the aspect of powering up as you explore was nice.
The game feel is very good. The sound effects and visual effects really help convey player movement, player damage, etc. The theme of the game is also very nice and consistent throughout the game.
I love how PCG works in this game! I feel the fire guy is really cuuute!
This game has a very cute sprite animation for both the player avator and enemies. The music is also very relaxing. The level generation works very well. And upgrade system also make it interesting.
I like the exploratory aspect of the game. The player has to explore the procedurally generated world and find special powerups which seem procedurally curated as well. This complements the exploratory approach to the game design and works well with procedural generation. The system of abilities to find and use is well done.
========================================
What could this game have done better?
****************************
The player movement is slippery and feels hard to control. The enemy bullets are small and blend into the background, and it feels unfair that they are able to pass through the terrain.
It was kind of hard to jump up the platforms.
Player movement felt a bit to slippery and the enemy hitboxes felt slightly too large, especially if they were a step above me but I was still getting hit. I ran into and got stuck on the walls often. The color of the green moving platform was really hard to see.
I think the game's content generation could be expanded a bit. Maybe more variety in the different chunks could lead to mor e variance in the level generation.
Good game!
I think the camera should follow more fast. Currently, when player is falling down to lower levels, he has no idea where he will fall on to thus having no reaction time for it. The sticking-to-the-wall mechanism doesn't make the gameplay better, instead players may often stuck to wall when they are trying to jump.
There is an issue with the camera of the game. There were many instances where i could not see certain parts of the level to determine the right course of action. This lead to occasional annoyances in an otherwise fun experience. Also the level design does not allow backtracking which could lead the player to be stuck at a particular place and would be forced to restart the game