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I will rate this "trash"! Good sense of humor, btw.

First of all, the sprite-work and aesthetic choices may have been simple, but they're appealing in that simplicity. I think sticking with this style would be a good direction for the game, though I'd like to see some features added to the background so I can tell how quickly / far I'm ascending.

I really like the idea of swapping between different patterns to avoid hazards: It adds a nice bit of strategy and room for balance. I could imagine the speed of the elevator being increased, so the player can gain a sense of quickly altered momentum. That said, it currently is very difficult to tell where I'm going to be moving when I start a pattern!

It almost seems as though when I selected one, I would sometimes start halfway through the pattern? This was especially problematic when attempting to switch to the left-most one with the lateral movement for dodging, only to be sent straight upward. I like the idea of there being some overlap between where you start from one pattern to the next, but some indication of this would be appreciated.

Finally, I can't tell how much health I have, or whether I'm taking damage. Having a clear sound effect for getting hit, with the elevator shaking slightly would let me know if I successfully dodged a hazard. If there are 3 hits to be destroyed (As it seems, maybe? Or is it just 1?), some HP counter would go a long way.

I know I gave a lot of suggestions here, but I genuinely love the art and the concept! I'd love to see some future development updates to this one.