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pre title doesn't need a bokube popup if I'm playing bokube. That doesn't make Sense.

the first bokube title falling down lags and jitters. The Bunnies look like they're humping the Fence, I'm assuming its supossed to be dancing. Main menu doesn't recognize my Controller. The prestart unity quality select screen makes it look low quality.

I'm hoping the Level Select is just an alpha testing thing, and will not make it into the final Game like that, its hideous.


Why can I climb the Air in the Tutorial level? Why is dashing a press twice if I can't select the Distance. Even if I can, why not a hold to dash? I'm expecting a puzzle platformer, with grid based movement and cute graphics, why is there a giant Timer in the corner? Is this intended to be a speedgame?

And why is it moking me if I die? Is this trying to be a Pogo3D like ragegame?

Controls for Controller work semiwell. It tells me to press Space but not the controller button to jump straight up. It also doesn't jump me straight up, but keeps me aligned to the Gridpiece I'm on while jumping. Restart via back also doesn't work on controller, as do menu controlls. So I have to use Controller and Keyboard both. Warp blocks make little Sense as of now. I'm sure you could just design your levels properly and won't need them. The Spiky enemies spikes reach to the next tile over, making it seem like I can't go there.

Oinky Poinky's charge into me super fast which is fine, but then take forever to take me down, which is odd. Also shows a weird red block around me, is it supposed to be some kind of indicator or a debug cube?

Why do I have to dash to let go of a puzzle cube? Why does the button press just not let go but also trigger the Dash? The Cannon works alright, but obscures view of the Player. When I collect the bunny, it lags while loading the next level? Mask it with a loading screen or a good Job message or something? Your controls are riggid, and jumping on moving platforms i.e. is very imprecise since you can just fall off if you're halfway between a block. Does not lend itself to speedrunning. The whole game concept doesn't, so again, why is there a Timer pressuring me?

And why are there no Checkpoints inbetween? At least in the Tutorial?

I'm just going to assume its a puzzle game from this Point on, since it plays better as such. But why are a lot of the Puzzles timed by having to quickly dash, then change direction to push a cube before a spike wall reach you or something? Why do you try at every Point to make this a Speed Game, when it just doesn't work very well as one?

Why are enemy corpses physics based and don't just dissappear in poofs? Why don't you teach the Concepts of the Tutorial over a couple of easy first levels in the First world, but do it once in the tutorial, then push all of them at you at once in every level?

Apparently theres no way for me to get through the second level without taking damage, since I'm forced to dash through a circular Saw. Why?

Cannons have no indication where I land, so its a guesswork of direction mostly.

Fell down onto the small platform after pushing the second puzzle cube in the second level, and could not get off. No way to drop down from there or anything, so the saw killed me. Luckily puzzle cubes outside of the Tutorial seem to be checkpoints. But why not regular checkpoints there? And why is there a deathfall right after that, where I don't see the floor and have to guess where to jump. Which again, lands me onto a bunny and causes visible lag while the next level is loaded without a transition.

I can't dash through the vision Lines of Pigs, since they immediately fly after me with hyper speed? Thats dumb.  As is the fact that they can see but not reach me on a ladder, so they spasm out and fall off or something, causing them to die.

Since you can't move while jumping, at all, its a really useless mechanic most of the Time. Just to jump up to activate some buttons, or to jump over moving platforms, which requires guesswork and prejumping thanks to how fast they move, and how short they are. You could just have the button on the floor, and achieve the same result, without a frustrating jump.

Why is there a Warp Restart right at the end of the level? Why would I want to restart the level if I only have 2 tiles to move?

Apparently the next level is a smash all Targets one? Where I can smash the targets even if I'm on an adjacent tile instead of inside them? Its also missing a deathplane, so I'm just falling endlessly. And if you dash initially, without a direction selected, you just hit an invisible wall.

Is there a point in the Targets if they're all right in the default path, and the bunny is already freed? And why are the puzzles artifically timed again?

I can dash through adjacent crates causing me to fall through the Floor.

Your Cube puzzles boil down to push all the blue cubes out of the way, then just walk the yellow one through. Not to find a solution. And the next level, presumeably in the first world still, since it says World 1_Color at the bottom right, starts with an entirely new Theme, as the levels before, and has immediately rising lava causing you to be forced to speedrun through your Puzzlegame now. Even on a first try? Really? It also took a really long time to load, making me think the game crashed

Did you playtest this? Did you really playtest this? As soon as I miss a single timing once in the lava level, because a Cube goes down too late, or I missed one rotation of the spike walls, the lava catches me and I'm dead, forced to restart from the beginning. So I just took every damage I could and charged through every wall possible, only to miss the next Jump by a single tile and die again.

And even with that, I'm barely above the Lava, am forced to take damage, and if I make a single dash or jump not exactly super precise on the right tile, to immediately catch the ladder, the guards catch me and I'm dead, forcing yet another restart.

Next level then has a giant thing chasing me, turning into yet another Speedrun level. And I find out I can charge through moving saws, but not through stationary ones. Why?

At least thats the End of the First World, and sadly, I can't say I've enjoyed it. I was expecting a casual but fun puzzle game with challenging but fair levels, but instead its apparently a Speedrun game with slow and clunky puzzle controls, easy puzzles and unfair mechanics like deadfalls and rising lava on a slow paced Game, that cause needless restarts.

I'll be playing through the other Worlds later, giving more Feedback on those. I need a break.

Sorry.

Also to follow since I just noticed it. The Ingame menu doesn't work, only the title one.

(1 edit)

 I can't address "I can dash through adjacent crates causing me to fall through the Floor". Or location specific issues because you need to record your gameplay where that issue happened not describe in text because there is a lot of similar crates or assets or spots. 

Also back button for restarting the scene works on my XBOX one gamepad and XBOX 360 controllers, what controller/gamepad are you using? The timer ticks UP so its not really ticking down on you; there isn't a reason to let it stress you out its clearly a function of the full game and not this alpha or beta builds. When the final game releases it will just show you your clear times for each level but thats for speedrunners not someone just wanting to play through the game normally. 

Yes I have playtested the game in the current build and beaten every level but I'm just really good at it and never have the same issues at all with the gameplay. I can beat every level insanely quickly and never die so I don't know whats hard and what isn't. 
Refer to my gameplay on youtube; its apart of the reason I have to playtest with a lot of people right now and make changes if I can. 

I'm gonna tackle this list now based off of your feedback and then update the build when complete though thanks for playing;


I'm using a PS4 Controller.

Oh yup thats the issue then I dont have a PS4 controller so idk the inputs. I'm surprised unity just doesn't make it whatever select is on the PS4 controller thats odd.

(1 edit) (+1)

Apparently "Joystick Button 6" in Unity is the share button on a PS4 controller. Try pressing that when you die.