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Lmao have you played kaizo mario games before? (or mario maker kaizo levels for that matter) Level -2 super reminds me of those. 

I liked the main mechanic of how you could go back and forth between levels, it was a cool take on the theme. I also appreciate the large grab radius of the robot because I thought I softlocked myself by throwing the box onto the first set of spikes at first lmao. The graphics of this game are also really good, as well as the sounds!

Unfortunately I feel like this game falls apart when you get to Level -2. You had this cool idea going where dying sends you back, portals send you forward, and the objects in the world are consistent. But then when you get to this level it completely throws all of the rules you established out the window and it becomes a normal platforming game where dying just sends you to the beginning of the level, and you get your box back when you die too, so it essentially feels like a different game. I also felt like the massive amount of text explaining what to do felt clumsy. Don't get me wrong, I enjoyed the platforming in this section but it felt really inconsistent with the rest of the game.

But overall this was a really fun game! I appreciate the physics of the character (and the massive amount of coyote time) and how you weren't afraid to add a bit of difficulty platforming!

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No i haven't sadly, one day i will try them tho... :3 I have playied a lot of Celeste tho, and the B and C sides get pretty hard at times. That counts?? 

I'm happy to see that you liked the main mechanic!! The graphics aren't done by me tho, i have to point that out...  

The grab range of the boxes was increased for the level -2, but i'm glad it was usefull for other purposes as well.. (^D^) 

And for the inconsistency of level -2... I totally agree with you view point!! It fells super inconsistent to the whole game concept, and like you said id doesn't respect any rules previously established. I wanted to set up the orange zappers to work as goals but one it was super weird to the player, two since this was a somewhat hard section, the players got easily frustrated. I didn't know what to do so i just opted for a simple "teleport back to the start"

The "you get the box back", it was essential for how the room works. You see, right after I've added room 2, i felt that the game was heavily going into the platformer part of the game, and since i wanted for this game to have some puzzle elements too i decided to make the final session a puzzle room (but then i added hints and the feeling of resolving puzzles it was kind lost, and now it feels like a kaizo), using the box because i felt that i hadn't used that mechanic enough. Unfortunally the box (as you have might seen *cof cof*) has a small tendency to go whenever the **** he wants (that's what you get for using physics) and softlock the run, so i needed a way to getting the box back, for not letting the player soflock himself by accident (or not)

I mean... I wasn't really trying to make a difficult game, it kinda just happened and then i left it like that because i like it how it turned out (mostly because it was fun to watch my playtester die over and over, and get better xD), but i will take the compliment anyway, so thanks!! (^D^)

I'm happy you liked the game and you had fun with it!! Thanks for the feedback!! And thank you for playing!! (^u^)

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oh yeah, love Celeste and I can kinda see the influence. I only did the B sides, those C sides were way out if my skill range! I just think the item throwing and stuff reminds me of mario, especially how you have to grab it again.


Ya it's fair for you to have put the box resetting feature given how you designed the level, since levels that can get the box lost would softlock. I just think maybe there were other puzzles you can design that would fit in with the rest of the game.

And yeah while the platforming can get slightly precise, the amount of coyote time made it not so frustrating!

I'm glad then that i was very forgiving with Koyote Time... (^u^) 

Ye, i could probably have but deadline was coming fast and, I'm going to be honest here, i was feeling kinda lazy and i didn't really want to code another mechanic for the game, plus i hadn't really used the boxes full potential, so box it was... (>u<)

The B sides imo are much more harder than the C sided imo, mostly because the B sides are much longer than the C sided and the skill range isn't that far off... I do agree tho that when i was doing the B sides, C sides seemed a lot scary to me too, Matt (and the other designers, if there are any) did a really good job to make them feel scary...