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I played the first and second level. The controls were quite a hurdle. The fact that they don't change based on your camera position is a big problem. It's very easy to get disoriented and not know which button will move you in which direction. 

I didn't beat the first level because I found the invisible maze to be too frustrating. I didn't notice anything that would indicate an entrance to the maze, and only landed on ground briefly once or twice. Generally I'd fall off attempting to enter it, and I didn't really find that aspect fun in it's current state. I think if there was some sort of clue to at least get me started it would help. For example, I thought that the nearest cube would have a path leading straight to it to get me started. However, I fell every time I tried to go to it, and didn't know what else to do. I also tried this more times than I would have if I had a handle on the controls.

Level 2 was better, and I was able to complete it. However, the floor in it's current state is kind of a problem. The flat bright blue color makes it very hard to see changes in the elevation, so at first it wasn't clear which direction to go, as I guess the ramp blended in with the starting platform. It would also be nice if there was a shadow or something to make it seem like the ball was sitting on the floor. 

But level 2 is where I started to see some potential for this as maybe a speed game of some sort. The big ramps on that level look like you could build up a lot of speed on them, though it feels like there's some kind of cap right now (or maybe the plain environment makes it hard to tell how fast I'm going?).  Still, I like the idea of building momentum on them. The controls would definitely need to be more intuitive before that would work though. And maybe instead of the brake being an instant stop, and can slow you that way you can turn easier without losing all momentum. I think giving players tools to perfect a quick path through the levels is where most of the potential fun in this game lies. 

So the takeaway: I don't think this game can be fun with its current controls. Address this before you do anything else. If you're going to edit visuals, start with the floor just because it's the hardest thing on the eyes and the only one that I think actually affects game play right now. I think there's fun to be had in coming up with fast routes through the levels, and it may be wise to design with that in mind. 

Good luck!

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On the first level there is a straight path to the first cube, but to get to the second cub you have to turn left. Also the further you get in the maze you will notice those small red lines, these were added to indicate the turns in the maze, but only a few of them. I agree about the controls being a little wonky, altough I made them like that to add difficulty to it. I will make the maze a little easier with the next update (The Nebula Update). Thanks for trying it and giving feedback, with the redesigns I am doing in the Nebula update I completely did away with level 2 actually, it is a brand new level! I incorporated one of the space ships I am adding in to the game to actually be the level, I originally made level 2 to introduce slopes to the player, but with the redesign there are slopes on the ship so the ship was made into the level. I will consider making the controls a little easier, or explaining the controls better. Thanks again for this great feedback! Be sure to read some of the latest dev logs! I like to show sneak previews of my progress on the next updates there. I hope I covered everything in this reply.

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It could be that I just couldn't get into the maze straight enough since I was struggling with the controls. Maybe if you make them more intuitive you won't need to change the maze. 

In the new update I changed the maze a bit (added more guide lines) and helped orient the player with the controls try the new version. Thanks for the reply and the feedback.