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Hi, thanks for the detailed feedback.

1. You're right that the difficulty curve is a bit whack. I'm thinking of increasing the speed of the casual levels from Level 2 onwards, or else just removing them entirely. Originally, they were made just as very slowed-down versions of the hard levels so that newer players would have somewhere to start, but now Level 1 is doing that job. L1.1 -> L1.2 -> L2.2 is a much smoother progression than L2.1 -> L2.2, currently.

2. Thanks for this, will fix.

3. For me, I like the feeling of having almost no break between restarts, especially if I am playing a long session where I restart 50+ times. But I get that not everyone plays like this - I'll add an option to put a delay between restarts (that won't affect score).

4. The game used to work as you describe and always restart at the same pattern, but I changed it because I think random resets are more fun on longer sessions. You don't feel like you're back at square one every time you hit space. I might change it back to be this way on Level 1 though, to make it easier for people to acclimatise.

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Extra point 5 for level 5.

5. The red wall inverses controls mechanic feels unfun. There's no room to adjust yourself, the moment you go through the red wall there's a second red wall going right at you, and you accidentally go the opposite way you want to and die. The mechanic itself is cheap, too, unlike the perspective changes. Any game can be made harder by messing with the controls.

Addendum to 4. Instead of restarting at a hexagon on the 2D perspective, stay at the shape and perspective before the restart? That'd prevent confusion, while not giving you the thought that you're starting on square 1 again, you're just continuing from where you died.