Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hi Radu!

Your game looks very nice, it's visually pleasing. I understand you did this all yourself? Great job! I liked how it was easy to distinguish which islands you have visited and which ones you haven't. 

The feel of the game was nice once you've gotten the hang of the mechanics. The latter is the largest issue I have with it though. The immediate double jump doesn't feel very intuitive. In most games a double jump is used to get extra height, either at the apex of your jump or once you see that you won't be able to reach it. Having to press space again immediately after having pressed jump feels very weird. Also it's not explained in the game. I don't feel a game should ever rely on external resources to teach you how it works, unless it's a boardgame.

Besides that, the teleportation thing didn't work well in my opinion. Sure it worked well, if you'd get the center orb as last, but if you'd pick it up later you would have too much momentum left from your jump and you would quickly die in the second level. I think this could be circumvented by placing the players on the starting platform again. Even if they are holding down keys if they see the starting area they are already familiar with they know they can stop holding down the button, reorient themselves, and then jump into the thick of it again.

Also, since your game is placed in a void with no underground or anything, sometimes it was very unclear which platforms you could jump to, this was less a problem in the second level, but it was especially frustrating in the second level.

Overall your game was good!

Hey, thanks for the feedback and for playing! Yeah, I made everything myself.

The double jump doesn't feel intuitive because it works completely differently from the normal double jump mechanic you may find in other games. As explained on the game's page, "The faster you follow the first jump with another jump, the bigger of a boost in momentum you get; there is a linear decrease in the momentum boost reward you get over time.".  I made it this way because after first implementing the usual double jump mechanic, I found that it didn't fit the gameplay style. In other games, you use that double jump mechanic because your movements are more precise and separate. In POLYSPACE you run continously, so this double jump method is a bit more in line with the entire gameplay.

As for the portal, indeed collecting the last orb spawns the portal on top of you, which makes have to jump to teleport, but the teleport location is right on top of another platform in the next level, making you land a safe fall every time without pressing anything. But the optimal strategy for a good time makes you collect the middle one within the first ones.

People seem to have a pretty easy time remembering the location of each platform, even on the second level. At the end of the day, both levels are not 100% symmetrical.