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I dont usually give too much criticism but I feel like you'd benefit from a couple of suggestions going forward:

  • A tiled background in a similar colour/style to the main blocks would do a lot to make it look more polished
  • Be more generous with the space that the player has to make jumps, especially considering obstacles over their head or the leeway when they need to clear a certain height. It should be obvious if you can make a jump or not
  • The aiming system doesn't seem to contribute much, I'd consider letting the player lock on to an object so that they don't miss, and have the mirrors always launch a valid shot in the same direction so that it can't miss on the third bounce (this is actually a similar problem to what Mark went through with his magnet game at the beginning, needing to decide between action and puzzle)

I really like this entry, just wanted to give some pointers, and I hope that you don't take this as a negative, as there were a lot of good elements / decisions in the design.

thanks for the feedback!  Before my next 2d sidescroller i really want to spend some time making a more solid character controller, kinda like what mark did.  

Interesting note about the background.  I tried a couple (a few brick backgrounds), and i found them all too busy so i went with the simple blue.  I knew it still looked bad so I'll have to consider that