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(+1)

Beat it once, went back and got both data prisms. Cute game, cute robot. I had fun! The TTS voice did kind of scare me though. 

Keyboard controls are definitely fucked, but gamepad felt fine. I like the moveset, although I wish I had more control over the hover. High jump feels good, dive kick feels niche but good when it's needed. 

The weighted spike pads could probably be more readable and maybe more forgiving on the timing. When I first encountered them it took me a few tries to figure out what was even killing me since I die before I even see spikes appear. 

The bubbles that reset your jump don't reappear until you've died, which was a bummer. I'd find I messed up a jump and float my way back onto land to try again, but the bubbles didn't respawn so I had to kill myself. Maybe have them reappear after touching the ground again, or on a timer. 

For the data prism outside, the first long air current on the way to the spike platform basically blocked my whole screen, so I was having to guess on the timing to dive kick onto the platform. Then once you land on the platform you don't really have time to readjust your camera, so I was just blindly jumping into the second air current and hoping I hit it right. Got there eventually but that section was definitely the most frustrating.

I'm curious what you would like to have more control in the hover, as in the ability to have full directional/tank turning control while doing so? Guess that could work, designed it the way I did as an imposition to make a 'limited to no air control' platformer. 

Agree on controls

Good point, maybe a bit more lenient + a way to see a pressure spike about to attack (color or sound).

Dang, I actually forgot to add respawning refuels. Also good suggestion for ground touching, less costly than making a timer for it.

I get your point on the last DataPrism, but I think it's not too bad since you can see it from another angle and know to kick after the air tubes. Of course, it would be more reasonable if changed to more transparent I think. There is enough leeway to double jump and land to bait out the pressure spikes at that junction, which I thought was good, but in retrospect may be too obscure and make it more challenging than intended.

Thanks for playing and your feedback!