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(1 edit) (+1)

Spent about 25 minutes with game, but wasn't able to make it very far, which is shame cause the screen shots look really cool. i think a slower progression of difficulty would be good. I really like the visual style and sense of mystery the game has.

overall it felt too much like a rage game, i think a focus on more forgiving fun game play would be preferable, i also understand this type of challenge has been popular recently.

:D

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I see. I'm sorry to hear that. I did intend to make this game very difficult, but I also thought the opening few screens were a tad much for the very start, unfortunately, I play my own game in testing constantly, so I've become fairly good at it, so it's tough to gauge difficulty from a new players perspective. Could you tell me any parts in particular you thought were too difficult for the starting screens? If you don't mind, could you also let me know roughly how many screens you were able to get past?

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I also have a hard time balancing the difficulty in my games. I made it only to the third screen, I was not using the checkpoint system properly and think thats why i had such a hard time. i think if you added an in game way to showcase the different abilities like the dash, by forcing the player to use it to progress it would help a lot with understanding where and when to use it. I think if the spikes were more visually distinct, they would be less frustrating. Also i think the character needs more visual and audio feedback to make basic movement more satisfying, it go a long way in making moment to moment game play more fun :D

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I see. Thank you. I appreciate your input. I will try to implement some of these suggestions by the next Large update date listed in the description. If you're still interested in progressing further, let me know by then if you still feel these issues need addressed. 

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I will for sure visit your game again, it is very promising :D