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I really wanted to say something nice about your game - and I mean, the background is nice - but it just wasn't very fun to play. The movement was fine (although a bit unbalanced imo - the player fell and jumped too quickly and moved too slowly), but the focus was all over the place. At first it felt like a standard platformer, then like a fighting game like Bleed where you have to deflect the bullets, then like a full-on RPG with inventory management. Frankly, in only 9 days, most experienced jammers would agree that simplicity is key - you need less tutorials, it's intuitive, the player can get into the game right away, and you have much more time to polish and perfect all aspects of the game. Jonas' video on overscoping

And I would absolutely say you needed more time for polishing. Personally, the level design wasn't very engaging, and I got through by just going to the right as fast as possible.There was little game juice - particles, screenshake, etc. - which made everything feel just... unfinished.

In conclusion, use design by subtraction, focus on what your game is really about instead of piling on new mechanics, and polish that as well as you can.

(Yes, I sound very negative when giving feedback. Constructive criticism is much more useful than praise imo)