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Hey! This is a cute concept and I love rocket-jumping. Physics stuff is always fun, and it's real simple and instantly grokkable.

Feedback:

  • The options menu X-to-leave button being centred made me not immediately understand that's where I had to click - maybe move it to the top right? I'm not exactly the king of UX design, but that's where I'd expect an X to be. Maybe even change it to be the word "back", or a "back arrow" icon to stop the player assuming it'll close the game?
  • The fact his little face winces every rocket jump is v. endearing
  • Blindly jumping across screen transitions is a little concerning. It basically guarantees that you have to peek across the border, and the first time you have to do it (between screen 2 and 3) is kind of difficult. It might be worth making it easier - it seems like a very rough jump that early in the game.
  • That same jump is Getting-Over-It-With-Bennet-Foddy punishing. Fucking up screen 3 sends you right back to the bottom of screen 2. Are these gonna be the stakes all the way through the game? It was more frustrating than I was expecting, especially given that you bump against the wall and the player is super slippery, so you slide back down. I nearly gave up there and then. It felt more like a difficulty wall than a difficulty curve.
  • THIS jump was based - by the time I'd made it up here I'd spent a lot of time slipping and immediately knew what to do and what to press. Maybe the "difficulty wall" is cool for tutorialising the momentum so early?
  • I then failed on the next screen and ended up back at the bottom of screen 2. This felt like a LOT of punishment so early on. Peeking up with that much on the line made me feel very anxious, but I overshot and slipped because of my momentum, I tried to fire my weapon to use recoil to stabilise myself, but even that wasn't enough.
  • You bounce off walls REAL hard when you're airborne, no matter what your momentum is, so that very thin ledge on screen 3 is actually a lot thinner than it looks
  • I am very compelled to keep playing - the gameplay is fun enough and the feedback of blasting yourself places is entertaining. I'm stopping playing for now, I've made it to the 4th screen and slipped down twice, and I gotta get up and do stuff, but I'll definitely return.

Apologies if this feedback seems unnecessarily harsh - I love the concept, but wasn't sure if you were going for _getting over it_ or _momentum fun puzzle platforming_ - at the moment it massively feels like the former, and if that's the intent, that's great. If not, the difficulty might be a bit offputting early on, unless the game is going to be super short.

Yeah the game is 100% going for the Jump King/Getting-Over-It type feel.


With the first 4 rooms I was going for something super simple, but easy to mess up, where by the time you make it to the top of that section. you've fallen enough that you're disciplined enough in the mechanics to continue onward.

Thank you for mentioning the thing with the back button in the option menu, have no idea why I didn't think of that lol, also your critiques weren't that harsh, I've been shit on way worse before.