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Looks great, the idea is also very cool, it is a popular thing to do two characters, but making them carry a bomb and give them different "abilities" was a very good touch.

From the gameplay perspective, there's a lot of really good ideas, the puzzle design is very nicely done and I haven't really felt like they were too difficult or too easy, which is extremely hard to do without playtesting in my experience.

There are a few nitpicks, but remember, those are all minor (apart from checkpoints :P).

1. There isn't any way to save progress, a checkpoint system would really make it a lot more fun to play, as sometimes the bomb would behave unexpectedly. With a checkpoint, bugs like this are much, much less of a problem, since you don't lose much progress,

2. The onboarding experience could be a bit better. When the game started, I was placed in a level, with a bomb far away and it exploded, I lost immediately. Nobody is going to know what to do, though this was in the end a successful learning experience for me, it can be done better. The problem here is that the game relies on a caption to explain this (you probably should pick it up - or something like this). If someone can't read (kids or people with impaired vision) or can't understand english, they might get frustrated and quit playing. The first impression is the most important, because people aren't invested in your game yet and it's very easy to lose them.

3. The aiming mechanic done alright, it's simple to understand after a few tries, but it doesn't show the differences between characters and can be a bit misleading. It was a smart idea to make it go up and down and use only one button, but maybe varying the distance the "shadow" of the bomb shows up at or adding a smaller and bigger arrow would help (or something like this - this is very minor),

4. The movement of the tall character when carrying a bomb is very slow, but I don't know why that should be like this - there's no timing aspect when the bomb is carried and it only slows down the game. I was just throwing the bomb in front of the character to speed it up (and at one point it bounced weirdly and I had to catch it before it exploded),

5. There is a"yanking" mechanic, but it's not really used in any way (you have to suspend one of the characters at one point) and is not conveyed to the player in any way. Also, the chain graphics don't really show any tension - which I know is a hard thing to do btw - but it makes for a chain that is portrayed by the player as mostly irrelevant - and it's actually not, it's important to know what is the max distance the characters can be separated by, because you might have to jump somewhere in a hurry and it could mean a lost run.

6. The level design permits the bomb to fall into unreachable places at a few points - which means that the player can't do anything and is just waiting to lose.

As I said, all of those are just small changes (apart from the checkpoint system), I hope my feedback was useful - and definitely keep making games, there's a lot of really cool stuff in this one, especially for 48h ;d

Wow, so much to unpack here. Thanks so much for in-depth. The bomb is one of those "happy accidents" of brainstorming. We initially had a simble ball-chain in mind, but then we realized that there was nothing encouraging catching the ball (and thus less player interaction). Then someone asked "it could be a bomb?" and here we are.

Going through your single points

1. Yes, checkpoint system is def. we'll probably add in a future version (or shorter levels and less glitchy physics...)

2. Totally with you there. I think at the time we liked the comedic moment but yeah ... it's not great. Might just have the bomb start in the air so you auto-catch it. Great points about first language and kids. I think we'll add more pictures explaining what you can/should do. The text was sort of a last-minute solution.

3. Great idea!

4. We figured it's to pronounce the strong one's role, as otherwise tall does most of the fun stuff while the smaller one is just occasionally important. Maybe we should prevent tall to move with the bomb at all? That way the mechanic is more pronounced. But then there's the throw-catch method to circumvent the mechanic... Yeah, we'll have to think about it.

5. The yank's more of a recovery than anything else. We'll have to figure out what to do with it. We've improved the chains already and will probably work on it later. They caused a lot of headache during development.

6. Not much to add, will be fixed :)

Thanks so much again, that was really good criticism.