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Well done! It's really interesting to see the progression of this game from the Prototype jam to now. My notes are:

  • At first, I was confused by the different symbol designs for each color. I pretty swiftly realized "oh, wait, duh, they're for colorblind accessibility", but I didn't immediately and so I suppose that's a critique
  • I wish there was a dark backdrop behind the game over text so it was a little bit more legible, you can mostly read it as it is but it could be easier
  • It seems like the new tile spawning and the x2 bonuses are time-based rather than move-based, which strikes me as odd (in the rest of the game, the only thing that's time-based is the move timer), and it punishes the player a bit for moving quickly if the faster you move the more walls you have around you, when I was having the most fun moving quickly and making snap decisions
  • I wish the menus were mouse-based instead of keyboard based, the rest of the game you can play quite pleasantly mouse-only and just let one arm relax, but when it's menu time I've gotta hit a button just to replay (when it could very easily be either two clickable buttons or "left click to play again, right click to go to menu")
  • The two numbers displayed on the game over screen... confuse me. "Highscore" makes sense, but "Highscore this run" sounds like "Score" to me, but it isn't the score. Additionally, the player's score this run isn't even mentioned
  • There could be some more juice when you're getting points (the score display is so small in the top left that I didn't even notice it while playing, it's just not anywhere near where my eye goes), especially when getting those big x2, x4, or x6 bonuses

In terms of positives:

  • Wow this game is addicting. I've easily done 10+ runs just while writing this message, pulling myself away to do just one more run. If you decided to make it one, it'd be an excellent mobile game
  • The new mouse movement fixes every criticism I ever had with the controls, they're incredibly natural and easy to use
  • The simple sound effect for movement is very satisfying
  • I'm really happy to see the icons are colorblind-friendly
  • This game looks incredibly close to finished. You've done really excellently with this, for my money
(8 edits)

Thank you very much for the feedback.

I agree with your critique as well.  The confusion from the 'Highscore' and 'Highscore this run,' comes from there is actually an 'endless' mode where there is a total score that is accumulated over many back to back runs, there is no game over, you just sprint out a run and then do another uninterrupted. In that mode it track stats per run, and then also per 'session.'  But I felt I didn't have that in a good place so I just pushed this 'one run only' mode. 

My biggest disappointment is the lack of UI/UX feedback and 'juice' for the mechanics to the player. 

Like you mentioned the multipliers dropping at the end of the tail are time based.   Essentially alot is based on how fast you move.  Depending on the time between your moves you gain more or less multiplier.  There is a 'super move' (less than half second) that provides the maximum multiplier per move. But also increasing the timed multiplier pickup that is dropped when the cell is regenerated.   Addtionally when you move into a cell with a super move the cell is upgraded to a higher tier.  If you keep going back to the cell and continue to 'super move' into it the tier continues to upgrade and the multiplier can get very large.

Anyway, I have to figure out how to communicate all that over the next week.

Thanks for playing. And I appreciate the feedback.