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Well done AsE,

What Stood Out (For Me):

Art Style / Theme:

I like the art style and theme of the game, it reminds me of my crash bandicoot days.

Variation in Environment:

When I plunged underwater and found I was able to jump much higher, that was a cool experience.
I think expanding on this could be a great way to open up various forms of gameplay for players.

Power-Ups:

Although rare, at least in my playthrough thus, they provide some ability enhancement that diverges from the traditional gameplay.


Feedback:

Coyote Time:

I think adding coyote time to jumps is a good idea for most platformers, it usually provides a smoother gameplay experience for players:


 

Telegraphing Enemy Attacks:

The mushrooms specifically, I was unsure when exactly they were going to attack. Perhaps providing a more obvious load-up phase for attacks, or a red area around them indicating how far away you need to be, would be helpful.

Limited View:

I did figure out that you can zoom out a bit, however the limited view still posed a problem in some cases:

There were a few times where I was either able to jump really high, or I was on high ground and I needed to progress to the left or right (usually right), but there was no way of knowing what lies below when falling down. It feels a bit like rolling dice to see if I'll end up getting hit when I fall down (especially by the fish).

Having an ability to directionally move the camera in an intended direction (even if briefly) could help with this. 


Control Pop-ups On First Encounter:

When first encountering the breakable ground tile, I think it would be convenient to show a pop-up of ("E") for players that have yet to pause the game and are unfamiliar with how to break the tile ground. This could provide smoother gameplay. (But I do appreciate the pause menu)


Checkpoints:

Checkpoints, for more casual players, might be beneficial, so they don't have to start from the very beginning when they lose a life. (It provides a sense of progression, especially to those less skilled in platformers)



Keep it up! 👏

(+1)

Thank you this is very helpful,  I feel like the game with improve a lot thanks to this feedback!  Coyote time does seem like a good idea, I had been toying with the thought of adding the extra jump forgiveness as a powerup but with the double jump already implemented it might be a good idea to just have it as a default setting, especially as the difficulty increases in the later levels.  

I for sure need to do something to telegraph the enemy attacks, the enemy attacks in general were intended to be placeholders but then I keep getting distracted by other things and the updates slip through the cracks lol.  I was mostly just thinking more dynamic and expressive but a proper "wind up" will for sure make the game less frustrating in the beginning.  I will probably also have the "toxin cloud" and sound effect play every time the player triggers the attack sequence instead of just when they are hit so it can be timed if the player goads the mushroom into attacking and then backs away.... either way that one is definitely going on the to do list.

I can't believe the water level drop in slipped through the cracks this long to be honest, now that you mention not being able to see the fish when you drop it seems so obvious but I really hadn't even considered it.  I do think I could cook up a "peek" mechanic that would help with that while keeping the game challenging...  and maybe even open the door for even more sneaky hidden areas that can only be found by peeking around the right corners.  

First encounter pop ups are also a good call out, plus it's quick and easy to implement so I am always happy with that lol and checkpoints for sure I was looking for a way to add difficulty settings down the road anyway and that one seems like a great solution.  Oh and thank you for the positive call outs as well!  I need to know what's not working but it's nice to know what's working as well :-).

Best of luck with all your game developing!