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(+1)

Great concept!

First off, the aesthetics are adorable. What an idea to have Patty the Platform escort the character to a comforting wall of pink goo.

It was very difficult. In some ways it felt fair; in others, not as fair. Perhaps this could be solved by making the player feel completely in control of their horizontal positioning? I mostly achieved this by bouncing the avatar to the left or right, which takes up vertical space, which can get you killed. That might be an intentional decision, though.

In the final level, with the two collectibles that are at about the same X position but one is higher than the other, I decided to just skip one of them. But then I found out I needed to collect it, and I panicked a bit. But I figured out the trick for getting it, and that felt nice. (I see now that you solve that problem in the GIF you uploaded)

I figure you are aware it doesn't have sound haha. That's probably the most obvious detriment.

Nice job!

(+1)

Thank youfor your feedback! Overall, I think we're 100% happy with the aesthetics, all of that came together super well. We decided to make sound design an optional thing that we'd do "if we have time" in the jam. We ended up not having time. Oops. 

Regardless, I'm glad you figured everything out, especially in the last level! The physics and interactivity between Platty and the character is something we've heard a lot about in feedback. Some love it, some find it frustrating. The conclusion we've come to is, we can view the interactivity between Platty and the character as the problem, or the level design as the problem. On one hand, the levels require tight, intricate movement and control. Which is fine on it's own. But when paired with the wacky controls, it becomes a problem, and vice versa. The two things are fine in isolation, just not together. At least, that's our thoughts on it at this point. 

Personally, I don't think the level design is the most fun part of the game. I, and I feel a lot of others, found just tossing the character around like a ragdoll to be the most fun. While figuring out how to get all the collectables wasn't horrible, I feel it isn't as fun as just tossing the character around. A big part of it is just that the last minute level design didn't facilitate that very well. 

Thank you again for your feedback, we really appreciate it and we're glad you enjoyed yourself!