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(+1)

Hey you asked me for criticism so here it goes. Keep in mind I don't generally play puzzle platformers, so what I have an issue with may not be issues to your actual target audience. 

The game concept was on point. Really clever and perfect for the jam. 

Anyways, while many of the glitches were really cool, it mostly seemed like i stumbled on them by accident rather than coming up with a way to break the game and then proceeding to do so. This left me running at random spikes on all the levels, jumping at all the walls, and just trying to spam different actions instead of trying to think of a way to break specific mechanics. 

If I was making this game, I would try to give more visual glues as to what mechanics can and can not be exploited. For example, it felt really nice to see the first level missing collision and going through it, since i saw it, thought about it, and then walked through it, compared to the second level where i was just running at the door not knowing what to do since nothing in me wanted to go over the spikes.

At the very least, I would perhaps add an invisible timer, and if the player hasn't discovered the glitch within that time then give a hint as to what the glitch may be in relation to.

Also this is more of a critique to puzzle games in game jams in general as opposed to your game, but I think all game jam puzzle games should have a skip level option. I've seen a few games do it, and it really relieves frustration and lets people experience more of your game without just calling it quits.

Also I would probably reduce the sliding of the player just a little bit, all the controls felt really clean besides for the sliding being a little too much. 

Anyways the story idea was great, and some of the puzzles were very satisfying after I figured them out.

(+1)

Thanks for the reply. We were aware that introducing the player to find the glitch was going to be a challenge, we wanted to make more levels that would introduce mechanics in a better fashion such that the player could have a better idea what the glitch could be, unfortunately we didn't have the time to do it at all. We would've also liked to give better cues and stuff like that for the player to guide himself through the game without directly telling him what he has to do, most of the time we were thinking about how "can we force the player indirectly to try this glitch". Also the skip and timer could've been added, but as I said before we were really short on time so it was impossible to do so, although I can understand the frustration of not being able to pass / skip a level you stay way too long in. Anyways thanks a lot for the feedback.