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(+1)

This game is very beautiful! I had trouble getting into it for controls and movement mechanics reasons mainly, coupled with what I suspect is higher difficulty than intended, such that I really ended up stopping after finding the first save point. The game looks great, and sounds pretty decent, but the difficulty and movement don't quite live up to the visuals. As always with me these are pain points which may or may not point to a solution, and as one dev to another the solution, if one is needed, is yours to determine. But I would recommend the following:

  • Tone down the difficulty several notches. Consider decreasing the amount of overall things that can threaten the player.
  • Workshop controls and movement more or less from scratch, or at least be open to heavily tweaking them in the player's favor. In particular the jump feels a bit short and there's a weird pause after dashing--which, if I gather correct and there's some sort of stamina meter in place, does not seem to correlate cleanly to said stamina bar.
  • If you've not done so, have a friend who is good at platformers and has played a lot of them test the game and observe them.
  • The same as the previous, except with a friend who is bad at platformers.
  • Please replace that jump sound effect. It is weird and the sort of thing I would expect from a character who had just run a mile in a horror film--not from a jump.

A couple other small details:

    • There also seemed to be an issue with the character auto-moving if I try to play with a controller. Unplugged it and used keyboard and that seems to be fine; might be worth testing whether some interaction with an XB360 controller is problematic.
    • There are a number of hazards I'm not sure how one is meant to dodge.
    • It's not entirely clear what can hurt me and what can't.
    • Sometimes textboxes seem to come up at awkward moments during gameplay.
    • Enemy movement doesn't, at least not on the phone, look as fluid as player movement.
    • If there is a weapon, I wasn't playing long enough to find it before the first save point.
    • if there is a use for the shock ability at the save point I found, I'm not sure what it is.

    I hope this feedback doesn't strike you as too harsh--I would love to see a project with a good aesthetic sense like this one succeed, but right now it feels held back. I'll be following you on itch.io so if you develop this further I can check out future builds.

    (+1)

    thanks to U for your tips. i'm NOT a real developer, i'm mainly a pixel artist. but during jam our developer had problems at home and had quit the jam, so the last month with my knowledges in GameMakerStudio I set the game, the mechanics, the level design and this is the result. i know lacks in enemy AI and in character movements. difficult are high i know but i've set the % of drop healing and stamina from enemies at an highest value ( about 45-66% on death). so today i try to create a video playing full game in the 1.5.5 version to understand in a better way your opinions. very thanks again