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Good:

  • Really deep platforming mechanic. It takes a while to get used to, but feels so good when you get your head round it.
  • Nice, simple 2-bit art style. It's very readable, and looks good.
  • Normally, I would hate a game this difficult, but your generous checkpoint system makes it so much more playable. No lives, no fuss, just back to the start of the room. Usually not far back either.

Bad:

  • More tutorial would be good. I like how it's not shoved in my face, and you clearly built the second room to teach the drill mechanic, but it was very unclear to me for a long time that I needed to be falling to drill into the ground. I thought some floors were just drill-proof.
  • While I like the sound effects, the music/ambience is not very pleasant to listen to.
  • It feels like there's a conflict between the one-room camera and the multi-room level design. Sometimes I drill off-screen straight into spikes, that I had no way of knowing about. It's very hard to react in time when the whole room is popping in at once. That's a lot of information to process.

Overall, not the kind of game I usually enjoy, but I had a lot of fun playing it. The fact that you made something so polished in just one week is frankly amazing.

- Thanks for pointing out the gaping hole in the tutorial. As soon as I came up with the tutorial room idea, I was so excited. All you had to do was hold J and D and it would literally play itself all while showing the player how to drill. Teaching the player downward-drilling was the intention of the room pictured here. Was that where you got stuck, or was there another way through or something? Could I have taught that part of the mechanic better?


- Sorry for the jarring ambience. It was kinda thrown together at the last minute, and it's literally just noise fading in and out on a loop. It was meant to sound like relaxing wind or something, but I evidently failed at that :-(

- I definitely would have added rooms where the camera scrolls if I had more time (and if I had this jam's feedback) to hopefully counter the blind gameplay issue.

Thanks for the constructive feedback!

"Gaping hole" is a bit strong. It basically worked, it just wasn't the smoothest learning curve.


Now that you've explained it, I totally get how this room was supposed to work. If I had actually held down J, it would have done a really good job. What actually happened when I played it was:

1) The first time I tried to drill, I must have been jumping. This caused me to shoot up into the ceiling and die.

2) Since I didn't want that to happen again, I made sure not to hold down the drill key, meaning I got stuck in the middle room. It wasn't until I worked out downward drilling that I was able to get past this room.

It's tricky to teach this mechanic without straight up telling the player what to do, but I think the game is better for it. Maybe if the ceiling on the left were really low, so the player could only enter the wall at ground level?

Btw, I feel like you're being a lot harder than yourself than you need to be. This is a genuinely good game, especially given your time constraints.

Thanks! Yeah, I should definitely lower the left ceiling...