Skip to main content

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

Well, I don't know how many people work in this one, but I'll assume that was just a single guy.

The idea of multiple characters with unique skills for a puzzle platformer is very nice and I already experimented with this before.

I finished the 3 first levels and played a bit of the other ones and I had some issues with the game:

Controls: 

Oh boy, the controls are something, they're not terrible, but they aren't very good. I feel like you could use the mouse to change the characters instead of TAB,  also, Press F will switch the cube's scale direction even if I'm not controlling it, also also, I think the use the Up and Down Arrow instead of W and S Keys wasn't a good idea, feels clunky every time I needed to use the Cube.

Visuals and UI:

 I'm not against wacky art styles, but this one feels very over the place, lacks consistency between characters, background, VFX, and so on.

The UI in the levels could be better, there's no clear indication of who I am currently controlling at the moment but the sprites got darker, except the blue kid for some reason, which screw everything XD

Level Design & Mechanics:

The puzzles are simple but good, and when I finally stopped to fight against the controls I could solve them very intuitively, but on the other hand I felt complexity spikes between levels, I understand there are just 6 of them, but this in addition with the controls made my experience less enjoyable, also I get stuck in the level that introduces the blue ball, which cannot reach the button(note: while writing this, it came to my mind the probably the kid isn't the only one who can trigger the exit, but then the level per se isn't very intuitive).

Since this game was made within 96 hours, I understand the tutorials being text boxes, but for some reason, neither of them tells the player about the wall jump, which you kinda need to progress in the 2nd level.

I don't know how to feel about the psych meter, it's important for a puzzle to have limitations, but this one doesn't feel well-designed, it's just a limitation that forces you to reset when you run out of energy.

Other Issues:

Speaking of reset, if the kid dies in the middle of the level he just respawns in his origin position, but the other characters don't, so...what's the point? If this happens I would be forced to reset anyway.

This is a minor issue, but if you press W the kid unleashes his Ultra Ego Aura in the same way as the Up/Down Arrows, but nothing happens.

Outro:

Sorry for the insane long essay, but I think there's a very good and promising game here, just needs a lot of polishing, and rethinking some aspects like the controls and visuals, if this is your first game, don't give up, the beginning is always rough and manage schedules and game dev it's always.

(4 edits) (+1)

Thanks for your long and detailed feedback! There are 3 people who worked on the game. The main roles were programmer, artist and sound.

Controls:

Yup the controls could definitely been improved. Should’ve added some text in-game saying that you can select your characters from the UI. Like you said in UI, should’ve dimmed the unselected character too. Also could’ve added the selecting characters from the screen too!

Visuals:

I think the inconsistency is due to pixel scaling (for UI and characters). Thought of using Unity’s Pixel Perfect Camera but it makes everything look jittery, especially when the camera moves. We might try it again but I think we’ll just scale in multiples of 2 to keep the pixels consistent for future games.

Level Design & Mechanics:

Ya, the placement of the button is quite bad. It’s not at the edge so the smallest ball often falls out. And if the player scales it up, they’ll just jump out of it. The kid should be the only one that can trigger the exit. If the shapes can trigger it’ll be a bit too easy as they can jump over everything. Yup saw some streamers and comments mention the wall jump too.

It might sound like an excuse but I had some stuff in real life that really hindered the progress of the team and affected the time schedule. Being the solo programmer meant the team couldn’t properly test levels.

Others

Felt like instead of resetting the whole puzzle if the player just missed 1 jump, they got the option of using the shapes to reposition themselves. Especially in earlier levels where the player doesn’t really need to move the shapes after they are already positioned. Changing characters and moving them to their spots every time they die is a bit repetitive?

Ya, that’s a bug… forgot to disable the bar and SFX for it.

It was our first time making a puzzle game so we can definitely improve from this! Thanks again for your feedback!

(+1)

Thank you very much for the detailed and extensive feedback; I will take your recommendations into account for next time! Best regards!