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(+1)

Good effort here! I agree with most of what has been said, but I want to comment on a couple other elements that I think will help improve the game:


1. The moving platform physics felt a little strange to me, like it feels like a conveyor belt if you run against the direction they're moving. This resistance doesn't make sense.

2. Some of the level design was unclear. For example, In one of the early boards there's a platform in the underground section and it looks like you can jump from the platform to the room above but there's something invisible out of sight that blocks your head if you try to jump. 

But yeah I think the biggest thing for me was I think you can come up with a more interesting way to start the game than a series of gem collection tasks. 

(+1)

thanks for playing and your comments, you made some valuable points that I would definitely take into consideration, I was having a lot of difficulty finding a hook for the game, and I do agree that the start is a bit dull with the gem collection,  and my player controller needs a lot more work I agree.  

Do you have any suggestions on how I can make the start of the game more interesting?

(1 edit)

Good question! I'm a fan of starting with constrained exploration--letting the player explore a simple, relatively safe space that introduces movement mechanics and leads to the rest of the game. Often in metroidvanias there's a simple platforming section that leads to the first powerup, for example.