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This looks really solid and ALMOST feels great to play. It might just not be my genre of game, but I found having to manage that many keyboard presses alongside tight jump timings to be pretty intense (direction + dash + timing a color shift.) It would have probably felt a lot more natural on a controller.

The movement also felt kind of mismatched for the precision the levels required (which I know is basically the pot calling the kettle black considering my own game's problems.) Jumps almost always sent me flying farther than I wanted to go (or never quite far enough. Trying to land on the tops of those thin vertical walls was pretty janky.

I expected to just fall through platforms that didn't match my color, rather than them being "deadly". Kind of a minor complaint, but felt a little overly punishing.

Fussing aside, music fit well, aesthetics were spot on and generally lent themselves well to the game's vibe. And like I said, I have a feeling this just wasn't my kind of game. FWIW I also don't think I'd have a good time with Celeste, so if anything you're in pretty great company there.


Found a bug by the way. On the... fourth or fifth level? The one with the upside down cacti and exit door - I fell after making everything turn gold. My character didn't reset back to the top of the level like it had in previous levels and instead got stuck outside the world. I tried dashing repeatedly to get back up but I guess it was caught outside the map border's colliders or something. That level skip option was a really smart addition to deal with things like that. Great job!

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Thank you so much for your in-depth feedback and sorry for the potentially over-punishing mechanic.

Making the character falling through platform is a really good alternative! I will think about adding these kind of platform and replace it as majority.

 For the bug, I think possibly you just pass right between the reset collider and the blocking collider outside the whole map, which is definitely my fault, sorry about that! And great to hear the skip button kind of due with it!

I got a very pleasant (also painful LOL) time with Celeste and it is one of my favorite platformer, and the diagonal dash is definitely inspired by Celeste. Therefore it makes me always unable to realize the learning curve problems I have when I make this type of game because when I get used to it I would consider it will be acceptable for other player as well, but I realized that's not the truth. 

I really appreciate your comments and I will do my best making games based on more feedback from playtesting instead of a majority of my own experience!

Hope we can both got some precious experience of making platformer during this jam, really happy to meet u!