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(+2)

Hi! I made an illustrated feedback for this game.

Actually, I thought that it is a pretty toxic level design here:

Then I understood that the previous decision was just fine here:

I still wonder what you planned to place here:

More hatred I felt here:

And more here:


But I get used to this jump, and felt hatred here:


Then I fell down a few times near the end, but I was not able to screenshot it because hatred blood covered my eyes.

Here I finally passed the game:

I smoked a lot, exercised, slept a lot, brought back some happiness to my life, and understood that the game was not that bad. To be honest it was pretty nice!

Glad you did it in a few days. Pretty polished for such estimation.

But it would be really nice if you:

1. Make the character not slide on all the surfaces. Or place visual ice on them to make it less questionable.

2. Make an instant update of character direction. In the description of a hat, there is a line that the player teleports in the direction of view. Maybe it works another way, but the visual makes it not clear.

3. Make checkpoints. This game so needs checkpoints.

This stuff is most important to make the gameplay not so frustrating as it is for now.

But I really encourage you to finish it!

It is good, and you have talented level design ideas, I believe you can make it a finished nice platformer. I would buy it on Steam if you complete it to the level of a full-scale polished game.

(3 edits)

Such a thoughtful review! Thanks so much! I'm really glad you were able to make it to the end. As for the difficulty, I want to keep it hard since some of my favorite games have similar difficulty. But Celeste has a nice option in the settings to enable accessibility features if needed. I think I could add some optional checkpoints and adjust physics or game speed through a setting so that hardcore and more casual gamers could enjoy the game.

I'm really surprised that you found one of the secret areas. Sorry I ran out of time to add something fun there. They will have stuff in the post-game-jam version

(+1)

Glad you appreciated my review! I love hard games. And I played Celeste a lot, have not finished it yet, but planning to.

The main goal of such a game is to provide very good control over the character.

In hard games a golden game design rule always takes place:

"If the player fails and blames the game - your design fails.

If the player fails and blames himself - you did everything right."

The game should provide good control over the character, and a decent challenge to it. I think even in the jam version you enough close to it. Good turns and removal of sliding or justification of it will help a lot.

(+1)

That's true of games like Celeste. But this game is supposed to combine elements of Celeste and platforming games with the frustration of games like Getting Over It and Jump King. The design goal is for the player to overcome debilitating setbacks and failures. In a way, losing progress is the game.

Your quote is gold though. I've tweaked the physics slightly in the new version to remove the "slipperiness" of the character, because the platforming is still almost as hard and I want the player to blame themselves and not the game. Be on the lookout for the next version in a few days.