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(2 edits) (+1)


That was cool! The momentum-based movement was engaging and satisfying; repairing bridge segments as quickly as possible was a fun and fair challenge. The art is also quite polished, especially in regards to the beautiful transition to night!

The repair noise is considerably louder than the music. Also, spamming the repair button creates an unpleasant continuous ringing that peaks the audio above +0.0 dB.

I might have missed something, but I didn't notice any increase in the frequency of blocks becoming unstable. It's an interesting artistic decision to have the primary mode of difficulty be the reduction of contrast and value between the foreground and background (it getting darker). Although, it does limit your primary audience to people with above-average graphics decoding skills and an increased tolerance for straining their eyes (this is a valid design choice). Still, I think it would've made the game more replayable and engaging if the difficulty also increased materially (subtly, of course), rather than it simply being an endurance and visual distinction challenge.

All-in-all, great work!

(+1)

Thank you so much for your very detailed feedback! I added those to my feedback list for future development.

I definitely need to figure it out more about setting up volume values in Gdevelop, Because I always had a struggle to find optimal sound levels for different devices. I guess I can do a workaroud by doing a sound settings menu. Another thing for repair spamming, yeah I definitely should put limitation for repeated repair attempts.

Yes you are right, blocks doesn't get unstable faster over the time or blocks doesn't get unstable at the same time. It was a concious choice that I didn't follow that path, because I thought it was very obvious choice and I also wanted to increase difficulty with a more creative way. Also most importantly I didn't wanted to player feel they are losing against the game. if over the time blocks started to fall faster and faster, it would create a feeling to player "game is winning ".  Generally difficulty topic is a hard one, Im happy If I made the players think "I can't see" rather than "game become hard".

But I might be wrong! thats why the feedbacks are valuable and always should be taken seriously for further development. Thanks again! and gg for the highscore!