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(+1)

The movement is slick and responsive, and the music is a good choice (even if you didn't make it).

The stylish lack of visual flair, and the little trail your avatar makes are both excellent touches.

I don't think the game needs a tutorial, but it would benefit from pieces that are more intuitive to interact with.

The white squares, for example, are totally opaque until you understand why they kill you. You might want to have them change how they look if you're in the air.

Overall, it's a solid game, and I had fun reviewing it.

I'm really glad you like the movement, it probably what I spent the most time on, I've never had much luck making a platformer feel good with a physics engine in the past.

By tutorial I don't really mean a traditional explanation heavy tutorial, but something in the background that the player won't notice like in portal for example. Something like the player encounters each enemy type one at a time and the game helps in killing it (for example with level layout that forces the player into jumping on top of a white square without any chance of death). Of course such a system would need a lot of play testing and time so yeah.

I completely agree with making the enemies more intuitive, it's something I struggled with quite a bit when designing and I'm not completely happy with how it is. So thanks for the suggestion, I might implement that idea.

Thanks for the review, and I'm really happy you liked it! 

(+1)

Glad I could help! Thanks for making DDD :)