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(+1)

-Tutorial feels a LOT better, pacing was good and it was engaging. It also showed off several secret coin which is neat. Also I never realized how 3D the level geometry is until this time playing, unsure if you added that or if I just wasn't as observant last time.

-There doesn't seem to be a way to view previous scores from the main menu outside of  the letter grade. I would think that people that want to engage with the score system would appreciate being able to see that in detail.

-Background grab points is actually a great idea, it lets you keep the level of destruction while still having footholds to climb up.

-I like how the boss got a new red phase where he's extra fast, adds a bit to it.

-Doing the speed tutorial, it's still a bit difficult but at least this time I was able to complete it in one go. At this point I just don't think the mechanic is for me, despite playing several times I still have trouble getting the drill to activate consistently. I rarely if ever use it in the real game mode.

Looks like good progress to me, keep it up.

(+1)

Thanks for playing again! I didn't realize the previous tutorial was that bad but I did somehow intuit that it goes about it the wrong way. I stretched the Z axis slightly and remade the side faces properly so 3d is more noticeable now.

Good to see that someone actually cares about the scores as it's usually not the case. I'll add that once I remake the UI.

If it's a problem with basic momentum buildup maybe I could explicitly show it off, although my final goal would be to have players to discover mechanics and physics on their own.

 I didn't realize the previous tutorial was that bad but

I didn't mean the old one was bad, just that it's really improved this time. Also I don't think I played it last DD, so I would be talking about 2 demos ago.