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(+1)

Congrats on completing the jam! I got as far as the spiral level - not sure which one it is.

I think the art and music match well and gave off a good old-school vibe. I liked how you built very different levels out of a few basic mechanics. 

Some comments:

  • Font choice was difficult to read
  • It was hard to see the holes the arrows were coming out of. Perhaps it needs like a grey border around the holes seen in other games.
  • The spiral level is not difficult in terms of understanding what to do, but the timing for getting through the explosions is way too tight. I would often get to the last one and then blow up. 
  • I also found that the arrows/explosions were a little too sensitive. Sometimes i would not be touching them and blow up on the tile beside them. 
  • It may help to have a SFX for ticking down when you hit about 5 - 10 seconds left to encourage the player to hurry up

Great job!

(+1)

Thank you so much for this feedback! For the record, the spiral level is level 9 out of 10, so you pretty much saw everything! 

To address the comments:

  • Thank you for complaining about the font. I personally found it fine, but I wrote what it said so I was biased. None of my play testers said anything about it either, so I left it in and focused on other aspects, despite the fact that it's not made to be a pixel font. So thanks for confirming my doubts.
  • I'm not sure a grey border would've necessarily fit with the art style, as nothing else is bordered, but I definitely could've made the holes darker and the surrounding tile a bit lighter, which I think would also help accentuate the contrast. 
  • Yeah, the timing on this level is very tight. I was attempting to find a timing that wasn't incredibly easy or impossible, which is true of this timing, but I should've obviously kept experimenting to make it just a hair easier.
  • The reason you sometimes blow up on the next tile is because you were already moving and there is no mechanic to stop a player mid move if they die. Looking back, freezing the player and obstacles may have been better to provide more useful feedback to the player by showing the overlap, preventing much of that unfair feeling (as a side note, the hitboxes for the explosion, player, and arrows are already smaller than their sprites, so it is already impossible to be hit without significant overlap).
  • The music does change every third of the level to indicate the time left, but due to the way it was implemented the previous cycle has to finish before the new cycle starts, which can cause the stages of music to start late depending on where the cycle was when the dialogue is closed and timer starts. I have just now thought of a way I could've done this better, so thanks for bringing it up!

Thank you again for this feedback, it was very helpful and has given me a lot to think about for future projects!