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I rolled around the first level quite a  bit collecting stars and apples. The speed and movement have a good feeling above most precision platformers where running and jumping is your limit. However on the flipside I think limiting the character to small spaces such as caves hinders the best aspect of this game by stopping all momentum over and over again. I like the spinning platforms and honestly would put them before the harsh spike pit, speaking of the spike pit it is very large and such an annoying obstacle to be in the start where you have to keep attempting it after you die at any point. When you land in the spikes you are always going to die, despite having 3 hitpoints, so either allow players to recover from spikes easier or give them 1 hitpoint like more precision platformers. I also think zooming out would help the overall feel, as being so zoomed in feels constricting. I like the look of the game and collecting things is fun overall. What are your plans for the game next?

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Thanks for playing. I consider this demo a great success because its goal was to test what works and what doesn't. I think one big mistake I made is trying to combine trial-and-error type games with games with large branching levels without implementing any compatibility between the two making it mandatory to replay sections over and over. Good thing I had the idea to hit the players with all the extremes before I went ahead with building the rest of the levels.

The spikes only take one life because they are coded to throw you out if you just roll in from the side. They only kill you if you jump into them which is why that first "puzzle" was a big suck.

I guess I'll add more logical clarity because what I wanted was for players to only fuck themselves over if they aren't paying attention, not to reset their progress for every mistake

Sounds good. I didn't mean to be a harsh critic so I'm glad you are taking steps to improve it. Can't wait to see more!