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  •  The movement feels slippery and imprecise. The walking speed is a bit too fast and friction needs to be higher, and there's way too much air control.
  • Needs coyote time.
  • Jumping out of water feels unresponsive. Make the player attempt to jump each frame you're holding down the jump button (after a delay so you don't immediately jump out of the water when entering it).
  • Hide the cursor entirely if you're not using it instead of only when it's idle.
  • The dash is so long it seems impractical for anything but backtracking. It goes past the edge of the screen from the starting point. Being able to look ahead with the mouse would help, but it still feels too long.
  • Not being able to cross gaps like the first spike pit makes me even less sure about what the dash is supposed to be good for.
  • Enemies and traps don't stand out from the environment at all.
  • There's no indication as to whether a drop will kill you or not. Blasphemous had a decent solution with the fog above bottomless pits.
  • The pink petals on those plant enemies that try to bite you when you stand on them look too much like spikes.
  • What's the point of the side paths that send you back to where you've already been with no kind of reward, like the portal in the water? I know you posted a video about being able to jump into the water while holding something heavy to skip ahead, but why not just make it a one-way portal?
  • Why do some enemies become intangible and can only be killed with a charged attack after being hit them while some don't? I don't see the pattern or what it's supposed to represent.
  • Why does it take so many hits to kill tiny enemies like bats?
  • Try to avoid having too many waiting-based obstacles. Waiting for some spikes to retract with nothing else happening is not a challenge.
  • Traps that you have no way of knowing are there until they kill you and force you to rewind just get annoying at a certain point.
  • How was I supposed to know that the lava fall in the room with the wizard guy wouldn't kill me? I'm pretty sure it did, until I came back to the room and suddenly I could just go through it.
  • There's no reason not to pause the game while the map is open. Also, needs a minimap.
  • That robot with the blue lasers is complete bullshit. You can't have an enemy with rapid fire, instant, untelepgrahed ranged attacks that kill you in one hit. I managed to kill it by constantly rewind and mashing the attack button, but it felt incredibly unsatisfying.
  • I don't think you ever explained or lead the player to intuit that you can reflect (some?) projectiles with attacks until it's suddenly required in the industrial area.
  • Does the robot boss even attack you? It didn't before I killed it, at least.
  • There's seemingly no rhyme or reason as to which enemies do contact damage and which don't.
  • You need to add some switches/shortcuts that let you disable/bypass obstacles you've already beaten, especially if want anyone to ever want to backtrack through these levels.
  • The levels need some breather segments. Having it be all kaizo all the time gets exhausting.
  • The slippery movement leads to a lot of tedious trial and error with rewinding.
  • The crouch slide keeps getting me killed in the Mario level when I just want to crouch under the blades. I don't think I've ever used it intentionally.
  • The hitbox for the swinging blades extends too far back. The brass part shouldn't kill you.
  • Even as a joke, the Mario level is awful. Just pure trial and error. And then to top it off there's enemies at the end that drain your rewind just by touching you and force you to redo the whole thing from the beginning. I would've given up after the third time if it weren't for the invulnerability cheat.
  • This yellow status effect that prevents you from moving while and after rewinding is fucking annoying. It just makes the game feels unresponsive.
  • It took me a long time to realize what was even causing said status effect during the boss fight. The animation is barely noticeable.
  • The boss has a dead zone where he can't hit you with either attack.
  • I never used the dash ability once past the beginning.
  • Having the game open somehow prevents me from drag scrolling in Brave (Chromium).

Thanks for the detailing feedback! I'm adjusting a ton of the stuff based on what people have said, I can adjust platforming parameters by just changing a few values so I'll decrease max speed, increase deceleration, decrease air acceleration, change the dodge/lunge inputs, etc. Everyone seems to agree its too fast/jumpy. Water jumping is a good point, I'll try to increase the input buffer or the range you can jump on a surface, and especially the crouch slide

I might reupload the demo with some basic signs at forks in the road saying stuff like 'portal to start of level' or 'turn left for a save point', a lot of people had issues with that.

Even with the mario level being intentionally obnoxious, I think you're right I should adjust some hitboxes, I'll change which parts are chain and which are blade