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(+1)

This game has a beautiful aesthetic and it is cool that it has randomly generated levels. I do have a few suggestions:

  1. Though the darkness adds much to the mood and exploration, I think the levels are much too punishing for that. There can be spikes anywhere, and it is often too late to react when you come close enough to see them. This takes away a lot of the sense of agency from me as a player. Spikes are fun, only if I can use my skill to avoid them. I would remove instant kills, or make sure there is a way to avoid them by being smart or skillful.
  2. The darkness and random generation (together with spikes) calls for a slow, meticulous approach, but the homing cogwheel makes you want to dash through the levels. I would decide on one or the other. Perhaps keep the cogwheel and spikes, but remove the darkness? Because the movement mechanics would be really fun, if I could only see where I was going!

There also seemed to be something off with the ground detection. I often found I couldn't jump, even though I pressed the right button. Walking for a bit usually solved it.

In conclusion, great work on the appearence, random generation and platform movement style, but consider my suggestions for any future updates! :)

(+1)

Thanks for such a detailed response! I will definitely take into consideration the suggestions you mentioned. I myself began noticing the flaw in game design where in sometimes you couldn't see spikes and would die instantly. I'm considering adding a bit of a red glow to them that becomes stronger when you become closer so that perhaps you have time to react. A new death system would most likely be of benefit as well. As for the darkness, it's a feature I've been debating with myself for a while, so I'll think about it a bit more. And as for the jump glitch, will definitely check that out. Thanks for playing Spark!