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(+2)

Fantastic game - well done guys! An incredible amount of content for a game jam. Great pun on the scales. Here are my thoughts on the details:

Presentation: I loved the music and sound effects, and the art and animations looked really good. One thing to note: the font doesn't really fit in with the game - but I'm really just nit-picking there, the presentation was overall fantastic.

Gameplay: Great level design, I never felt lost or confused. For the mechanics - I think they felt slightly off? The gold standard for platformer dashes is Celeste, and the dash there cancels your velocity, whereas the one here keeps it - maybe something to look at. However, I did like playing a platformer with a larger hero - something about the feeling of momentum (screen shake on landing) and the larger hitbox really scratched an itch for me.

Overall, I loved this game, every time I found a new scale I was excited and eager to use it. The time scale was a brilliant curveball and could be hugely expanded over a longer timeframe (I love the idea of making a tree grow by scaling up time). I think this game would work fantastically as a Hollow Knight-like Metroidvania! 

Thank you so much for your detailed and consteuctive feedback! Tbh I am a bit overwhelmed because we got way more positive feedback for this game than I personally expected. 

Currently we are making a list of all the bugs, missing features or off - putting gameplay aspects, so we will put out a more refined version of this game! So if you have anything more that you noticed, you can mention it here :). 

(1 edit) (+1)

I had a couple more minor points that I didn't include because they felt too nit-picky, but here they are:

  • Some of the platforms are a bit buggy - after respawning a couple times before the last spike section in level 6, the elevator after the checkpoint just started moving up and down the middle of the shaft, softlocking me. And then again, I fell off the platform at the end of level 6, softlocking me again. But these are pretty expected bugs for a gamejam game.
  • The screen-shake on landing was a bit much - a platformer's main mechanic is jumping, and I felt like I couldn't be precise because the screen was shaking while I was lining up. Maybe turn it down a tad.
  • Similarly, the animation on dash is a bit confusing - I found it hard to tell exactly where I was - again, look to Celeste for a punchy dash. 
  • Some indication of when time scaling is going to end - I died more than once because a spike sped up while I was platforming
  • If you guys are looking at expanding on this idea - Metroidvania all the way!!! I wanna backtrack with my new powers and open up previously inaccessible routes. I think this concept works better for a Metroidvania than a level-based platformer.

Just to reiterate - brilliant game, all of these things are just small issues with a generally great product.

thank you :D