Fun mechanics. The ball can sometimes be frustrating, but overall good work.
BladeTigron
Recent community posts
Fun mechanics! Moving around quickly and smoothly. One strategy I found, I liked building up trash pieces to big amounts as backups if I couldn't plug up a 1m or 2m black hole or find enough pieces to plug it up in time. I'd suggest moving the Black Hole Collapse Timer to the left / near the Hyperspace Requirement increment. That way, I'd only have to look in one spot to have both information. I had been ready to plug a 8m hole with a 10m pile, but then I lost on time.
Other things I noticed: Jumping on the platforms was a bit wonky. couldn't always get up the next step easily. Had to step back a bit and focus on jumping, which lost me some time.
Also, it's not super intuitive that when you are holding a yellow junk pile, you can't combine objects to it. I was able to pull objects towards me, but it would not stick to the pile.
*Possibly, you could color it red as you try to pull to indicate that it cannot be combined? Or, make it so it does combine.
In the beginning rounds, 1-10, it felt a bit easy as I was able to easily plug up 1m black holes. So I spent my time collecting trash to build up multiple yellow hyperspace piles. However, I did notice the difficulty later as it the blackholes were increasing faster.
Maybe new levels / some better movement / different types of black holes / key objects may make a hyperspace behave differently?
Really fun game! I really enjoyed it!
I did notice that the game sped up as I went through each open space. So the speed of the game is tied to the score of the game.
Initially, the cobwebs got me as I tested what it did, but once I learned it was just game over, I learned to avoid it. I was expecting to lose if i hit the wall at high speeds, and was caught off guard when it just stops the fly. It definitely took away a bit of the challenge.
Also, the inverse controls - aka airplane controls - were confusing in the moment.
Aside from all that, good job! It's decent for a first attempt.
I really wanted to play this game. The game sounds cool, from the idea and the screenshots. However, in the very first level, I find myself stuck in the middle, unable to pull myself toward or push myself away from any of the platforms. Completely stuck in place. I think having more range on the attraction/repelling would be good, just enough that there is overlap between platforms.
The tutorial level wasn't much of a tutorial, but rather more like almost impossible to win. I think some kind of slow tutorial to explain the mechanics was needed.
The janky movement of the player does not fit well with the bullet hell coming from the enemies. The player almost has to be almost perfect to even survive the level.
I found that level 3 was my favorite because i could string together attacks to create the combos - the idea for the game. Since the enemies were only one at a time, at distinct angles from one another, it allows me to move correctly to beat them.
It's a fun game, and the mechanics are well put together. Nice Job! I do find that the characters fall a bit too fast, and can make it feel out of control.
Also, very minor point, there is no "coyote time" to the edges of platforms, so the characters fall off. If you intend it that way, it all works out. I also know it is a bit difficult to create that.
The idea for the theme isn't all that original - I've seen other games that have the same dual dimension / one can stand on the other. However, good execution. Good job!
I enjoyed the swinging ball / charging mechanic. Having that indirect way of affecting the doors - and other mechanics if this game was extended. However, I found that the character could not jump high enough to get up onto the blocks. Specifically, the only way to get up onto the block is using diagonal jumps / exploiting a hitbox of the ground - very hard to do. Also, it felt like the charge drained very fast. In the last level, I charged the first two doors, and went to charge the second set, and found myself unable to return. However, this may have just been the wrong solution. Also, the checkpoint at the last level does not return to the last level, but rather the third level.