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Appreciate the feedback greatly! Thanks for taking the time to write it up. 

Definitely feel where you're coming from on all points; Totally agree, the UI is nothing short of disastrous as it stands, gonna have to take the plunge and conjure up a coherent design sometime in the near future, or at least make the placeholder stuff a little more robust. 

Never really thought about the wild variance that way until now, do you reckon limiting hole lengths and tile types at differing difficulty levels would be a decent route to go in order to alleviate the randomisation's affect on the player's experience?

Kill triggering on falling off the hole has been fixed as of now also, total oversight on my end, too used to spamming F in frustration when i fall off!

For the difficulty curve I don't think you need to limit the lengths too much, even though a few short levels in the beginning grant easy successes for the player, but maybe introducing different kind of obstacles like moving walls and jumps gradually. For a rough example could be that there's a jump you need to make on hole 3, and a few different jumps on holes 4 and 5, then on the 6th there's a rotating wall but no jumps and only combining those two a bit later on the 8th hole or something like that. It doesn't necessarily have to be just a single mechanic or obstacle every time something is introduced, but it's good to have a safe level for learning how to fail and succeed with the new mechanic

What is the correct pacing of new challenges so that it doesn't get too boring or difficult is up to you and your level designer :)