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Thanks for allowing me to play from previous save.

I said I don't like the rocket and the amount of context sensitivity? I still don't like it. At this point I'm not even riding the bike, just rocket boosting into pipes that will eventually take me to the end of the level. I wonder if playing for the score instead of casually would change my perspective on the levels, since there actually is a lot going on with intertwined paths.

thanks for being honest! Critical feedback is appreciated, really. I know the rocket boost is polarizing, it is a big departure from the traditional bike riding mechanics of earlier in the game. My goal is to keep the gameplay fresh, not overstay my welcome on any one mechanic.


What do you think I should do instead? I have been experimenting with part of a level using a rocket, part of a level not using it (see Online Levels “Grizzly Grandpa” for an example). Would that type of level be more enjoyable to you?

Yeah, Grizzly Grandpa is definetely better. The problem with rocket boost is that it actually has big potential to synergize with riding, but is used for flying with sudden turns and spikes, and in that situation it doesn't control well since it's a bit hard to aim.

(+1)

Awesome, I’m glad to hear you think that’s an improvement. I think I understand your critique better, I have some ideas of how to tweak the level design.

If you’re curious, my level design philosophy for is kishotenketsu, outlined well in this video about Mario 3D world design: https://m.youtube.com/watch?v=dBmIkEvEBtA


that type of level design works well when introducing new mechanics like spring, rail, and grapple in first 3 levels. But the rocket booster needs some special care — as you said, it synergizes with riding well. So it shouldn’t be treated as an individual mechanic, but as an addition to what the player has learned already. 

Thank you so much, this was really helpful feedback. I will playtest your game soon!