Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+3)

This game is so close to being great! The art, sound and music are all great! The idea is unique! And the enemies - though they could telegraph attacks better - are are really good! Plus the story and other polish - all very good!

But - and you knew there was a but - the fact that it’s so close to being great makes it all the more frustrating in the areas it falls short in. The game is just way too punishing. It’s to the point where it feels unfair and unenjoyable. I actually gave up after the umpteenth time trying to make it past a certain point and dying again and again.

The spike damage is way to darn high. And so is contact damage with enemies. A way to fix this is given players more hit points at the beginning. And make the controls more responsive so we can make those tricky wall jump + dash moves around obstacles. Giving the player more time of being invulnerable after taking damage could help this too.

Another issue with damage and health is that there’s no way to regain health but to save again. Why not have the health restored when an upgrade is obtained? Or have enemies drop something to heal the player? If this is something introduced later in the game that I didn’t get to, I’d move it to the beginning.

That we can wall jump from the get-go is odd. But worse of all is not telling the player this. Its odd with play testers helping out that this was not discovered earlier.

It’s also odd that the player is completely defenseless. Why is that? Most metroidvanias do not do this. And it’s OK to go against convention, but usually there’s a reason. It’s not a deal breaker, but internal consistency in design choices and story are important in game development just like it is in other mediums.

Re-reading what I’ve said, I sound kind of harsh. But as I said before, that this could have been so much more enjoyable coupled with the fact that your team are obviously really good developers, is the reason for this. I hope you’ll take all player feedback into account and make this game as great as it could be!

Hopefully you’ll agree constructive criticism makes us better developers. And so now I ask you to please play, rate and comment on our game. Let us have it! You’ll only be helping us, more than you know. Thanks!

Thanks for your comments and suggestions. A lot of what you mentioned we've been considering and thinking about how to improve. I think a healing option and adjusting the environmental damage would allow us to have some of the platforming we like while making it more fair. 

I was wondering if you could say a bit more about the issues you had with the control responsiveness. Did the wall jump seem like it required too much precision? 

I hope you'll play version 1.0 when we release it after the jam after incorporating feedback!//

(+1)

Trust me, it doesn't need to be any easier. Just add a tour mode with infinite health and it'll have about the same effect.

(+2)

I went back and played the game to make sure what I was talking about. It’s not responsiveness that I really meant. Sorry! Words are important and I used the wrong ones.

The issue is with perhaps one could call refinement. Specfiically with this area I got stuck at before. Playing it again I realized that once the dash has stopped - you hit the wall - you quickly (immediately?) begin to fall, right into the spikes. This could be solved by moving the platform above so the player can get higher on the wall. But I think you could also make the player hang there for a few ticks to allow them to then wall jump from there. I think Hollow Knight does this.

(+1)

We appreciate your clarification/further feedback--as Zephyr notes above we're looking into lots of different solutions, so every big helps with the "Experiment" section of our 1.0-1.1+ roadmap.

(+1)

Thanks for the clarification here!