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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.

After some mishaps to get it loaded, once it loaded enough I settled myself in t- JEBUS WHAT IS GOING ON?! This really loud, hard hitting music is scaring the faith in the old gods out of me! The music, in general, is just far louder than it should be. I noticed your in-game settings set volume at 50%. Change that to 100% but be as loud as it is now at 50%.

For the rest of this feedback, I'm going to focus on aesthetics first and then gameplay. In terms of aesthetics, the only real issue is how there's this weird gradient over the entire screen that makes the middle darker and thus harder to see. It makes certain screens look weird.

As for gameplay, before I started I had some Flappy Bird vibes from the screenshots. While I can see this present, it being on a stationary screen did change it up. That said, there are a few shortcomings I felt should be addressed.

First, if the player is intended to have a limited number of jumps in the air, this information should be given to them. Nothing sucks more than thinking you have more air jumps only to realize you don't and you're heading straight for a pit.

Second, while floaty controls can have their times to shine, I feel like this game would benefit more from quick and snappy rises and falls. This would take away any feeling of RNG just screwing the player because, theoretically, they should be able to rise and drop fast enough to avoid every attack no matter the RNG.

Lastly, I think some feedback is in order. When you get hit by a bomb, you should go flying. If you don't want being hit by a bomb to be double punishing, you could make it that the player always flies upward in some way. However, if you do want to make it double punishing, you could make it based on the positions of the centre of the bomb and the centre of the avatar to send them flying in whatever direction they would normally fly. Whichever you do, make sure there is a temporary invulnerability so the player can't be chained around.

That's all I got for now! Keep up the work! :D

(1 edit)

Thanks for your feedback, I agree with changing the music volume,  I'm going to add a simple icon in the UI to you can see how many jumps you have. Sorry for this annoying white fade on the screen . I will use your recommendations for the next version.