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(+1)

World 2-1 Is much much much much much better then World 1 in total.

It gradually introduces mechanics, makes use of jumping to avoid Enemies, shows the difference between Purple and Red enemies, the actual option to down red ones with normal blue Cubes, makes use of camera shifting to find the Solution, has a nice Timing to it, is comfy and easy to pass through. I died a few Times, so its not like its too easy, but this is how the Rest of the Game should be aswell. I don't know why this isn't lengthened into a handful of levels and used as the first world, but some hectic City where everything is mashed together and coming at you at the same Time.

The Cannon lets you make out the new Island just at the Top, so you actually know where you shooting. The dead Bunny gives you a warning to look around with the camera for the right Button, instead o the wrong one, which I still ended up pressing. The Checkpoints are rather nice and evenly placed across, the whole level isn't super long or short, its a pleasent experience. I may be too happy about it since I expected something like World-1 again, but still, its nice.

Its a Shame that I only start with 1 heart after the checkpoint tho, makes the Heartmeter kind of useless after you've died once. I also still think the teleport block isn't needed, you could just make stairs or a ladder to make me go up somewhere. And that the Enemy before the final Airsaw dash walks over the teleporter which you can dash into if not super careful makes it so that you can basically dash into an offscreen Enemy and die, thats no fun. 

World 2-2 ramps up the difficulty nicely a bit, until the first checkpoint which seems to be unbeatable.  The gold block blocks my path up, and I can't get any other block down there to push through the Warp into the Purple Guy. You're not suggesting I need to get the heat thing and then speed through half the level to get there in Time, do you? You already have a nicely looping level blocked off on the beginning, just have a switch or something there, that opens the required pathway, instead of putting speedrun stuff in again. Some of the enemy placement also seemed a bit odd, the big purple Bird flies way of screen on both sides, so I forgot it was there until I dashed into it again for example. You start next to a nice windmill, rotate the inital view 90° so you immediately show that. If the rest of the level blocks it out initially too much, make a bit more space between. I started off next to a puzzle cube and some deathblades, I'd much rather start of next to a puzzlecube and a giant Windmill with some deathblades. 

World 2-3 Is great. Why aren't all your initial levels like this? You introduce a single new mechanic - the Enemy Vision cones. Then you gradually expand on how they are used, show of they hate Bunnies, and that you can use Bunny decoys to have them run into traps. That you can use saw placements to get them dead and so on. Again, its not difficult, but it doesn't need to be, it serves as a great tutorial level for that specific mechanic.

There are some deadfalls where the dash takes you slighty too far obviously, with no need to be there, like right at the end, when you lure the 2 Enemies into the Water, theres a small gap of water on the return platform where I fell in. Taking a full circle again seems like its just there to pad out Gametime. You don't need that. Its also very easy to accidentally run on the saw trigger in the second runtrough, forcing you to do  third loop to trigger it into the right position again. And respawning on checkpoints also respawns enemies, resets Saws etc. That means if you respawn on the final checkpoint, next to the Bunny to rescue, you softlock yourself, since the enemy blocks your entrance.

World 2-4 Target doesn't have a number of Targets I have to hit displayed. It made me realize I could've dashed into the Purple enemy in 2-2 to beat the first checkpoint, but apparently I'm too stupid and forgot. Its more speedy then the previous ones, but its not limiting you to rush through, you can most of the Time just take a step back, plan your route and then execute it. After the part where you have to hit 2 targets on a moving platform by jumping, one on each endpoint, while avoiding the Spikes in the middle, you come across that bird under a handful of spikeblocks with a moving platform thing. Thats dumb, its too much going on, I need to use the Platform, jump at the right time to avoid the bird, move out qickly, jump up to the target, and move back onto the platform to jump over to the other Side before the platform moves away or the bird returns. Don't do that, made me quit the level, since I got flashbacks to world1.

Skipping the Lava and Sokoban, it won't be fun, I'm pretty sure of it. The speed mechanic just doesn't work with this I think, and I'd rather have more puzzles like the normal World2 levels then some tacked on extra Stuff.

Not finishing the Boss 2 either. But it works a lot better then boss 1. You have an actual Puzzle to solve, with the big bird getting in your Way, instead of it chasing you mindless through a straight line. You can take your Time to access the Situation, but still need to act quickly on the actual execution. The middle platforms are too small tho, so you constantly dash over them when you're not moving in the right line on the sideways. It should be possible to dash onto them from every point of the sidelines safely. Its the second Boss, not some super difficult final one where you have to know the Dash distance by heart. You should also never have to know the dash distance by heart in this. 

Overall World 2 is way better then World 1. With slowly introducing new mechanics, giving proper Time to try out stuff and look through the levels, it feels a lot more like a puzzle game, then whatever madness world 1 is. Did you make this World first and later decided to make World 1 the actual world 1? Or is this world the last one you made and you learned from the previous ones? 

And remove the Timer on the corner. Speedrunners time themselves outside anyway. If you want to show a Timer, make a nice 'Good Job, you finished the level' screen to mask the transition to the next one, unless you're doing a proper world select, which in my opinion would work well, and display the Time and tries it took to bet the level on that end screen and the world selection. Makes you think more on the 'I want to beat my personal best' then 'I need to go as fast as possible'. And don't taunt me for dying and failing. Its a cute-sy puzzle platformer thing, put a Gameover there, not a Get Gud. 

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Skipping levels at all is not good! Every level is beatable there shouldn't be soft locks since iv tested all levels; I prefer feedback on every level after you complete each one but then again thanks for the feedback anyway its better than nothing this is good feedback in its own kinda way. 

I'm uploading a new build right now that way less frustrating btw. Has ESC to quit, F2 to go back to level select, and fixes a frustrating copy ghost boss you'd probably hate later. I suggest waiting to continue playing till tomorrow it will be uploaded by then. 

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I'll play through the skipped levels and maybe another world tomorrow then.

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Also I came to the realization because of this feedback that the right move to make is swapping zone 1/color factory to zone 3 instead of the first zone in the game is a good move right now. I will make the zone 2/easter zone be the first zone and forest which was zone 3 before will be zone 2. I'm going to scrap the speed boost pad mechanic things because they don't feel good with the grid based movement. I'm changing the "git gud" message to gameover, (mostly because I'm tired of 9000) people telling me its too offensive even though I personally think you guys are too emotional but the customer sometimes has to be put before me for successes sake. 

This wont make it into the alpha (I think) because there is not enough time but the bokube beta will touch up a lot of the gameplay of the color zone to be less speed runnery but lava levels are a staple of the game that can't be changed; (or in the final game skipped like you did mind you) il probably balance lava levels more with more playtesters play sessions to be easier.