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(+1)

A great tech prototype and with a lot more work on the game feel and additional qualities, there is potential for it to be a neat little fan game. Thoughts:

- Controls is clearly built for very fast-paced, large environments and for that, I like. The climbing mechanic works fine but nothing extraordinary. Controls, all in all, is exemplary actually - great animation work, everything works really well, and it's a joy to move knuckles around the level. (after you rebind the controls in the options). I recommend making the camera automatically follow behind the player, so the player is focused on movement, rather than having to move the camera around too, except for certain sections

- During precision platform sections (Level 3, with the abstract graphics of red and green moving platforms), is where I stopped playing. I find the current control scheme is not suited for precision platforming, which is fine, because I have a feeling that's not the kind of level design you should be going for anyway. But if you want to retain precision platforming elements, I recommend making it so that the ground slam attack locks the player character in a short "slam" animation so you can pinpoint where you land. As of now, the player character will still slide a bit after it slams, making it hard to nail jumps.

- UI is good. UX is a bit off, the radar system can be annoying with its constant beeping. Animations work really well. 

- The momentum-driven gameplay is good, lean into it.

Very nice, has potential for high speed platforming. My 2 cents.

(+1)

I agree with your comment on the camera, though I will note you can recenter it behind you with the C key or the right stick button (that should probably be rebindable). I've had the idea to cap the character's speed when using the dive move for a while now (as is, your horizontal momentum isn't affected by it at all), but I want to overhaul the player controller script first, so don't expect that for a bit. Anyways, thanks for the feedback!