Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

To start off, there's a need for sound balancing. This game is really loud when it opens.

Once playing,  the first thing I noticed was that everything moved in a not-smooth way. Things felt jittery because of it. Given that this is a platformer, that constant jitters can make it challenging to play properly. Absolutely the first thing that needs to be done is trying to keep a clean, consistent framerate. Without it, it artificially adds difficulty to the game and can turn people off from playing it.

While I'm a fan of the slow movement that builds up, there are points where this can make the platforming challenging. I would recommend a pass through all the obstacles to ensure either walking speed is enough to make a jump without issue or to allow for running.

I loved how the shots can be ricocheted around and can collect coins. That's a neat mechanic.

The moving platforms are clouds, correct? I would suggest making it that you can jump through them with ease but you can't fall through them. Right now, you sometimes will and sometimes won't jump through, but if you DO get through you're doing a jump mid-cloud too. It can get really... jumpy. XD

Also, for any moving platform that deals in coins, the platforms should move all the way down or up to make it possible to get all the coins on the platform. Right now, several platforms can't reach all of their coins.

As a final thing for moving platforms, try making them stop a bit when they reach their end. Holding it can give the player time to react.

Before I move onto the last thing, I want to cover collision. Colliding with coins to collect them is very precise, while colliding while landing on an enemy seems janky. These are both things that should be smoothed out to make the experience better for the player.

Finally, the pink clouds you use for spikes don't feel like spikes. A few folks in the chat noted they just seemed like pink clouds. I would recommend making them look more dangerous and obvious as hazards. How you do it is up to you, so long as players can visually tell they're dangerous.

These are the main things I got off the top of my head. Hope to see more of this game!