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(+1)

I watched the video, thanks so much for playing it! I just wanted to make a few points to address some questions you had in the video, partially because  this was the first time we've seen anyone play it that wasn't friends or family. It was very eye opening, at least for me.

1. Yes, this was a group effort between three of us! I did the level design, but you can see the other two hidden on the page somewhere. All the art was handmade by @patrickpatrick and programming was done by @bluspur.

2. You have the patience of a saint. I wish we would have tutorialized that you need to hold "down" while in the air to maintain momentum somewhere. We shouldn't have made you think it was your fault, or that the game was missing that somewhere. It was especially painful for me to watch, because I clearly let you and probably a bunch of other people down there.

3.  Maybe we should have made it more clear in the first level, but the coins make the wall move faster, so collecting them and throwing them away is sort of a "choose your own difficulty" mechanic and fulfills (in our mind) the "all that glistens isn't gold" prompt to some degree. We had a message written on a wall in 1-1, but obviously with the wall coming after you, you don't always have time to read it. We'll try to think of some way to make it more obvious.

4. We're happy you used the controller support! We weren't actually sure if anyone would use it or not (besides us) so we're happy you got to play it with something you were comfortable with.

5. I should have toned down the difficulty maybe, or introduced difficulty options of some sort. It's so hard to figure out what's too difficult, especially with platformers. Some of my friends have beaten Celeste with all strawberries (a very difficult challenge) and have been playing Mario since they could hold a controller and they found it to be very easy and beat it within 7-8 minutes on their first attempt and getting all the coins. Other people haven't made it past the first level. With you saying that you've played other platformers and it being too difficult still, it just reinforces the idea that I messed up with the difficulty curve quite a bit somewhere along the way. That last jump you were on I knew was especially difficult (you have to dash, pogo, jump, then dash again) and the tutorial text there is just vague.

6. Audio is coming! You're right, we just ran out of time on it. Clearly it's something we should have made a priority according to the other comments on here as well, but we didn't want to half-ass it and end up with something annoying for the player. It was something that was going to need at least a couple extra days but probably more to get it right.

Thank you for making the video, it was very informative and entertaining for us! We greatly appreciate it. I think I was able to address most of your questions/concerns here.

(+2)

I think the difficulty is perfect actually I wouldnt tone it down personally. I guess it depends what type of players you want to target but I think having it hard like that is great, its hard but it doesnt feel cheap hard. Like when I fail at something I know its possibly and doesnt seem like its forced to be hard where you feel cheated. I think that side of it is very polished actually.

Yeah its really just the down thing for those big jumps that was confusing. Once i got the hang of it though after that I knew how to do it. So maybe a little text at the first one explaining it just like when you unlock double jump or dash would work.

I really like the gradually unlocking abilities method, its like a mini tutorial in itself. 

Awesome game.