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(+3)

I agree. To be honest, I just assumed they were deadly and avoided them at all costs, even though it resulted in my death. I was riding high at first, but when I realized there were obstacles, I figured they must be the reason why you would want to hover around the middle of the screen. Overall though, this was super fun, and I love how you can just immediately pick and up play without having to read a wall of text instructions.

(+1)

Thanks! It was built with simplicity in mind. I wanted the players to easily pick up and play the game.

Once the voting process if over, I intend to make some adjustments. I'm considering the suggestions to make the obstacles outright kill the player, or at least more punishing to collide with one. This would most likely force a reduction in the amount of debris falling from the sky, otherwise it would be nearly impossible to survive!

Anyway, I appreciate the detailed feedback and thanks for playing! Glad you enjoyed it!

(+2)

To weigh in on the suggestions regarding obstacles, I actually quite like how they work- the game kind of plays like the water section of frogger. I do also think a bit of urgency would add to the experience, though. 

Making obstacles lethal and reducing the count is one way, but I think that would remove a layer of depth: at the minute, there can be interesting choices to be made regarding flying through obstacles to reach a bunch of clouds on the other side, which makes navigating the area quite interesting. 

Perhaps adding a third game object that is rarer but lethal would be a good solution? You could have a warning appear at the top, and have a red object fly down quickly, perhaps. Or even just making the natural rate at which the player falls might make things a little more tense.

In any case, if you decide to keep working on the game after the voting period, upping the danger is definitely a good way to go :)

Interesting analysis and ideas. Definitely good points to consider moving forward.