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(2 edits)

First of all, thank you very very much for such warm words. Unfortunately we didn’t see that our game is brutally hard and frustrating because we were the developers and played our game a lot so we were more skilled and patient. Yes our game needs a lot of fixing in controls and stuff the player can do so he feels that he can beat the game and has inspiration to do so. But now, even at the beginning player loses his motivation to go up because he can’t even go to the side and that’s our really really big fall; controls and map design...

Totally get the sentiments of finding the game you develop easier to understand than your audience... I once made a platformer where a player couldn't even get past the first tutorial level. 😅

Giving the player an better feel of what he/she can and can't grab onto, while using some sort of UI to show that delay in the stickiness after using it, is probably a good area to tackle. That, and differentiating what's obviously grabbable from what isn't in the foreground. Personally, though, I really enjoyed how well thought out your map's design was!