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(+1)
I don't like the palette

I'm not quite sure about it either yet. Looking through my screenshots from the different variations I miss how colorful some of them were.

More colorful biomes might fix that though.

I like the secrets that are harder challenges, but you don't introduce them at all. Just put a sign post on the first one.

They'll be what the setting and "story" revolve around so they'll be properly introduced eventually.

Also, no signpost that tells you to hook the boxes for an health pickup. I know just because I'm an insider. Since you can walk through it, it could seem just scenery.
You need a better icon to show that you can interact with signpost by pressing down

I'll probably just make the crates solid. The signposts might get removed completely for a better form of introduction.

I like the new levels, but they escalate in difficulty too quickly. By the fifth or sixth jump you are already asking  to do an enemy hook jump on the left and while in air hook jump on the right. Unreasonable for a new player, I did it only because I know the game.

Truth is, I shat out all the levels for all the demos I've made so far in like 1-2 days. I really ought to take more time for level design next time.

Truth is, I shat out all the levels for all the demos I've made so far in like 1-2 days. I really ought to take more time for level design next time.

Don't worry about that too much. I noticed only because I thought: "jesus I played this game before to completion, how the fuck can lv1 be hard for me?" XD. 

Romero teach well and good, first level should be the last you complete because it's the most important. I'm indeed of this opinion, but for now just don't go overboard. If you see the streams, fishking had no problem complete the demo