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Fun game, unfortunately haven't reached the mid-point and I'm afraid I may not have time to. The game is challenging but it feels good when you get through a section. I didn't encounter any bugs in the 2.6 version so far, I reached the firewall section where you stand on the moving platforms through the gauntlet of lasers and died not too far from the end of it.

I could definitely see this getting fleshed out further and I think it would be interesting to see what else can be done with this concept you got going. Nice job!

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Big time thanks, it's a weird combination of reassurance and sadness to hear that the difficulty is a roadblock at the firewall. That particular challenge is where I really kicked off the hard designed levels, and I knew it would either push people away or be the moment where it connected with players.

I don't know whether I should lower the difficulty of the challenge or accept that this game won't connect with everyone, you know? I have always loved these dumb ass platformers where I die a million times a level, and it's hard to decide whether to design around that, or to pacify the challenge so that all players can continue.

Tangently, this is something I love about Mario games. Most "main quest" levels are relatively easy, and present fun but pretty solvable challenges. After beating bowser for the final time, Nintendo takes their mask off and presents legitimately hard levels to fuck with players and by the time of the final level, the best Mario players are dieing 60 times.

Long story short, can't thank you enough for playing this game. I hope you enjoyed it, and would love to hear your thoughts on how to make this a better experience going forward

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I wouldn't so much consider it a hard roadblock at the firewall, its just that it was the first time I died that I didn't think I could pass quickly. If I had more free time to spare I would probably finish every game in the jam, but currently I'm just trying to hit as many of the less rated entries as I can.

I feel your pain in balancing accessibility, my game went from no handholding whatsoever, to some handholding, to way too much. I think its just that you have multiple different audiences who have different expectations and experience with games. Like in my experience I had some friends who were stuck trying to walk forward or even turn on the flashlight in-game. Some got stuck on a puzzle that I thought was too blunt. Whereas others breezed through it and just tried different things through experimentation to see what worked (which is generally how I play).

I think ideally you should be making a game that you yourself can enjoy, I find I can't work on games that I wouldn't wanna play. But yeah maybe try going about the Mario route where the main levels are relatively easy and then have side levels that are far more punishing but more rewarding in some fashion. Frankly I would have to play more of the game to give more accurate feedback than I already have, but that's just my 2 cents.

But yeah definitely keep going with this concept, I did enjoy what I played of it.