On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Some issues that prevented me from playing more than a few minutes, in roughly the order I encountered them:

-There's some weird grey vertical lines in the intro section that I don't think are supposed to be there. I thought they were some sort of Space Elevators in the distance until I realized they were flickering on and off. Now I suspect they're graphical anomalies as the pure blue sky tiles jitter back and forth against a grey world background. There's probably a way to fix it involving the sky sprite import settings, but it might be easier to just make the Unity world sky blue. (Everything with a hyphen is a deal-breaker.)

- Intro section is far too long. I guess the water is pretty, but you can't do anything here, so it's just a waste of the player's time. What's the point?

- I couldn't jump in the intro section. This is annoying, since a long empty intro section is the perfect place to learn the controls.

- Even after I could jump, I couldn't see what the controls were. Later, I saw that they were on the itch.io page under the game. THIS IS POINTLESS. PUT THE TEXT ON THE SCREEN IN THE GAME! Ideally in the sky in that long, pointless intro section.

- Space, S, and F? No, no, no. Don't make up your own control conventions for a bog-standard 2D platformer. Please just use the same controls everybody else uses: either WASD + Space + Shift (American-style) , or Arrow Keys + Z/X/C (Japanese-style) Fun fact: you can implement both at once and they will coexist together. There's no need to make up your own weird control schemes when everybody else already knows these two classic keyboard control conventions! Innovate through mechanics. Game verbs. Aesthetics. Not key choices.

- After dropping into the dungeon and gaining the ability to jump, sometimes it just doesn't work. The player character keeps running in place in one spot without moving when you let go of the move buttons. In this state, you can't jump or attack. You have to wiggle back and forth to break out of it. It happens infrequently enough to be difficult to say what causes it, but frequently enough that it made me want to stop playing. This bug really surprised me. I thought after years of development, Corgi Engine was more solid than this.

- Player attacks are too short-range. You can walk up behind the first basic worm and attack and it will always miss because the worm is too fast somehow.

- I'm not sure what the dash is useful for. Every time I used the dash, it made me hit an enemy. You should make it so that if you're coming out of a dash, and the player is overlapping an enemy, the dash continues for juuuuust long enough that the player lands behind the enemy instead of on top of them. It's Coyote Time, but for dashes. Fun trivia fact: Dead Cells swears by little tweaks like this.

Overall: Please contrast the first two minutes of this game with the first two minutes of other indie platformers such as Cave Story, Cuphead, Celeste, Trine, Momodora, or Shovel Knight. (Not menus or cutscenes, the first two full minutes of gameplay.) Especially note the rate at which the player learns new things about how to play the game.

I mean, even mashing random buttons didn't teach me anything, because you'd secretly disabled the jump and attack functions for that first scene! That's just aggressively anti-player, and a terrible way to make a first impression. 

You ought to have me fighting harmless enemies that bounce around but can't die or hurt you in that opening section, while the controls are written in the sky. Maybe some ledges to jump on and coins or crystals to collect. Just so it feels like I'm accomplishing something while I learn the controls. 

Good luck. I think you can do better than this.