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(+1)

Super cool gameplay concept with the phasing, has a ton of potential for all sorts of physics and speedrun-type shenanigans. There's a lot of potential for skips since you can phase through geometry and boost on any platform. Once you learn that you can hold jump right before leaving platform on a phase boost to gain extra height, there's even more parts you can skip through (probably a glitch? but great either way). I imagine if I was better I feel like I could chain boosts together to fly through the levels. Either way the potential has me pretty excited.

General feedback, I do think Bobby feels very floaty in the air as of now, there's not a lot of air control. This can be particularly punishing with the current level design as boost trajectories can be unpredictable and death makes you restart from the start. Having a trajectory arrow for boosts could also help with that. To my understanding the trajectory is mainly influenced by the player's position relative to the wall; making trajectory changes based off of what direction the player is holding may also add increased sense of control for the phase boosts.

Mechanics have a ton of potential though, would love to see a full release.

ps keep the jump phase boost glitch its a lot of fun lol

(+1)

Huge thanks for playing and for the feedback. This is a passionate response filled with excitement and brilliant ideas that both I and Bobby dearly appreciate. Our team looks forward to further developing the game!

(+1)

Thanks for the hearty comment! The boosts and skips are all intentional and were planned from our initial concept. I even considered excluding the basic jump on W or nerfing it substantially to force players to rely on the unphase boosts as their jump. I had hoped to include some speed run features like a timer and persistent scores to complement the phasing mechanics but did not get around to it in time.

I totally agree that the air controls need some work- I'll be investigating that.

I did consider altering the unphase vector by player input! On one hand, I felt this might betray the physics based movement that feels great when you nail it. On the other hand, if done correctly, it could really enhance the player experience. I plan on experimenting with this a bit and really appreciate the note.

Thanks so much for playing and your in-depth feedback!!!