On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Played for about 15 minutes on a keyboard. Actually managed to get the red bandana and reach the top, but I couldn't get out of the well hahaha

Overall a very good game with great aesthetics (and I loved the soundtrack). The level also seemed pretty good for the mechanics you implemented, and I found the extra challenges AND the portal for potato players like me a huge addition to the game.

Gameplay-wise though, I felt I had a bit of trouble understanding some momentum mechanics of the game. Most of it feels intentional, but it was difficult for me to replicate things I've done previously, or even NOT going farther than I wanted because I knew I'd fall from the platform. For example: sometimes I'd bounce off a wall with ultra speed, sometimes it was normal. Ramps also had the same quirk of launching you upwards when you are running towards them, and even if that is part of the level, first time that happened I had some trouble understanding why I had jumped much farther than normal. My biggest gripe was the hookshot, though. I was never sure when it would be active or the minimum distance, so it was really difficult to use it reliably.

I'm not saying the gameplay is bad, though. A really good moment was when I activated the portal and starting grinding my way up - there was a moment in which I didn't know exactly how I was doing the stuff I did, but I did have a route going on that needed some precise timing, and I was doing everything almost by muscle memory, even if I wasn't quite sure how it worked out. This was a "in the zone" moment that was really cool (and the soundtrack in this moment definitely helped).

The problem is that I think for those kinds of platform games, doing stuff reliably (and showing the user the different states your character may be in) is REALLY important. It could be a "me" problem because I'm not a Foddian kind of player per se, but I'm comparing this game to Celeste (an unimaginably high bar!), in which you are ALWAYS sure what your input is going to make Celeste do because everything is transparent and easy to understand. I'm saying this because this looks like a game that could be polished to an actual release, so if you ever want to keep developing it, it'd be amazing to have this kind of polishing in the game.

Great game with a lot of potential, and definitely an amazing jam entry!

(+1)

Your comment motivates me, it's a very interesting point of view. 

Thank you for the time you spent playing and writing this comment, which will definitely come in handy.