Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

LMAO, what a unique and squishy-looking world you're created! And with a name like "Olympus Mons", there was no was I wasn't given this game a try. 😝

Personally, I think you did pretty well differentiating what was a climbable surface from non-climbable ones (at least in the beginning parts, which were the only parts I could get to but we'll get to that in a moment). In fact, your art was just great in general, but I was especially impressed with how easy it was to see where I had to go. What was especially hard, and that I feel needs the most work, is the controls. The jump felt a little too high and floaty and times, so it made things like landing on platforms and not touching spikes frustratingly tough. I also had moments where I was trying to climb and pressing up at the same time, but then my character would just stop climbing and start falling. I couldn't really understand why that was happening, but it messed me up and made me start over again.

Speaking of starting over again... I get that it's probably intentional design since this is a speedrun game, but BOY is dying a punishment! I honestly couldn't finish the game after about 20 minutes of playing, because I kept getting stuck on the bolder section. I couldn't tell if there was a pattern or not to their falling, but I'd just die there either while climbing up the wall or jumping to the next section. Not sure if it'd have been more fun with checkpoints or not. Maybe you could have it where you could let the player have checkpoints, but it puts points on their score or something like that!

In either case, I think this game was really fun. It had a really cool world design, the SFX were really fitting (though I wanted some fast climbing music or something to go with it), and the obstacles made for a good challenge! I think you've got something pretty awesome cooking here 😁

(+1)

Thanks a lot! The game was originally even harder then this I unfortunately wasn't able to find the right balance. The floaty jump was a tricky one because I wanted to try and give the feel of a lower gravity environment but I do agree that it may have taken a little away from the gameplay/gamefeel. I think checkpoints are definitely a good idea.