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You've already mentioned some of the flaws of having a single button with a precise platformer, but you did a good job on capitalizing on some solid level design to test the limits of one-button controls.

I was torn on how much to rate you for design, because the individual levels show some really good combinations of different obstacles, but there are some obvious design flaws in just using a single button. Considering how well you designed the levels in spite of the forced restrictions, I feel that this game needs to be mentioned by GMTK, due to the lessons this game can teach about design. I'm giving full points for design, theme, and original use of the restrictions.

All that said, this was a truly terrible game. I'm glad I'll never have to play it again. You're an amazing level designer to get me to finish something with controls this bad.

(+1)

Thank you so much for playing and for the useful feedback. I especially appreciate your comments about the level design and the way I combined the different obstacles. Level design and puzzle elements are what I spent the most effort on this weekend, and it's nice to see that effort wasn't put to complete waste. Your comment summarizes exactly how I felt while designing it. In some ways, it is a truly terrible game, but it was an interesting experiment in designing under heavy restrictions.


Thanks again! Hopefully my game gets noticed by Mark :)

(+1)

This is exactly how you get good at game design, by trying a bunch of small experiments, and learning what ideas are good, and what ideas are bad. I'm sure you'll remember the valuable lessons this game jam taught you about how to manage player controls, without accidentally spending several months learning those lessons while working on an important project. With the skills you're acquiring, I'd love to see what games you build in the future!