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The idea is really clever but a few things add up to make it feel a bit frustrating and finnicky:

  • no indication of where things will go
  • some platforms move much faster than the player
  • lots of platforms moving out from under you

The result is that the first time through any door is a guessing game for what direction (if any) you should be moving in; it feels like the only way to progress is memorising the patterns (maybe this was the intended experience?); and the early sections get boring/annoying as you have to replay them every time you fail to guess where you need to go at a new door. 

You might want to consider either;

  • more forgiving transitions, put all doors on static or slower moving platforms
  • telegraph where things will move to so players can plan ahead
  • or, add a limited checkpoint or rewind mechanic to avoid early sections getting boring while you learn the later ones. You could maybe even have 2 stages to a level, the first where you can check what doors do to plan a route then the second where you play through and execute it.

Thanks so much for the feedback!  I will definitely try to implement those ideas after the jam is over. Do you have any suggestions for telegraphing the transitions?

Depends how explicit you want it to be, having coloured outlines of all the options at all time would probably make it too cluttered but you could probably do a preview when you get within a certain distant from a door. Alternatively you could do like a ghost platform that moves ahead of the real one.