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(+1)

Very unique visual style, I like it!

This game has a very cool set of mechanics, with the bouncers and switching colors. Although, I think you tell the player too much through text. Some of the best introductions to mechanics I think are shown through example, especially when the player doesn't realize it. So this could benefit from some "mechanic introduction" levels, like a singular level with a wall too high to jump with a bouncer at the bottom, showing the player it boosts you up. And then a later level where you need to push the bouncer there, since the player knows that they'll need one. 

I think that having the levels already colored in some fashion, and then when you get to the portal it drains all the color within the level would be a cool visual feature. Showing you getting rid of all of the color. Maybe it could even effect the main title screen, so only once you've beaten all the levels, the title screen is black and white. 

Having the crates fall straight down I think would help with player intention, since sometimes I would push a crate too far off a ledge when I wanted it to just drop down. Yes, you do use this mechanic to bounce crates over gaps, but I think that could be implemented while still keeping player intention intact.

Some of the tiles looked like spikes, which I think should be adjusted. And some levels seemed to just have lag to them?

Overall nice game! 

Thank you so much for playing and yeah I started to work on a system where it would be colored and then the portal would take the colors away but ran out of time. If I had more time I think I would of changed a lot visually to match more.  Ty for helpful message!