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(+1)

Some thoughts and observations:

  • Holding A keeps you in the falling animation even after you’ve landed. (It’s kind of cool because you can float around like Magneto in MVC2, but it’s probably not intended behavior)
  • Jumping while moving into a wall kills vertical momentum. The first two humps you jump over in the tutorial can’t be jumped over if you’re hugging against them at the start of the jump. It’s probably something to do with the wall jump mechanic slowing speed while touching a wall? Not a big deal, but could limit design options in the future or lead to minor player frustrations.
  • Here’s the biggest thing I’ve noticed: It would be very helpful if there was consistently some sort of indication of what the other world contains. For example, the first time you switch worlds in the tutorial there’s a low passageway, then the next area has a high passageway. But there’s no real way of knowing what’s going to happen until you do it, which seems to go against the theme of a game that focuses on going fast. It would make me feel really good as a player to be able to run through the level while being able to “predict” (through visual cues) what I’m supposed to do next. You have hollow red and blue shapes later in the level, but they aren’t used consistently throughout. For example, the blue ground to the right of the second checkpoint disappears, but doesn’t have hollow blue blocks in the red world. TLDR: Having a clear way to tell what objects are going to appear/disappear is necessary to empower players and prevent frustration. (Guacamelee is a great example to look at. They use sparkling shapes to show walls that will be present in the opposite world.)
  • There’s no variable jumping/wall jumping height. The jump should be lower if I let go of the jump button mid-jump. Especially for wall jumps, this would make timing and spacing some of the landings much more fulfilling and would open possibilities for more difficult wall jumping sections that are still fair for the player.
  • I sometimes get a second jump mid air while doing wall jump sections. Not sure why.
  • After beating a level: One option is red and one is blue. I could tell which one is selected because the options don’t loop around, but visually I had no idea which one was selected. You could try dimming the color of the non-selected option maybe?
  • The single-pixel black lines in the background of the tutorial jitter around when the camera slows to a stop. It might annoy some people.

Overall, I had fun playing around in it. I like the visuals of the levels. The red/blue dichotomy works really well. I think it has a lot of promise if you keep pushing forward with it! (I also have a game you could try if you have a minute, but no pressure.) Good luck!

Thank you so much for taking the time to share your detailed feedback!
Your observations are incredibly helpful and will guide me as I continue to refine the game. I'm particularly interested in improving the clarity of visual cues for world-switching and tweaking the jumping mechanics to make them more satisfying.
 I'll also look into the issues you've mentioned regarding wall jumping and the menu design.

Your encouragement means a lot , thank you for playing and sharing your thoughts!