On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Felix Leong

29
Posts
5
Followers
2
Following
A member registered Jul 21, 2022 · View creator page →

Creator of

Recent community posts

Thanks for playing! <3

Thanks for the feedback, I'm glad you enjoyed the game!

Hey WH, thanks so much for your detailed feedback man.

Indeed the movement control is very challenging to master, sometimes even frustrating. But since it's a puzzle platformer, I don't want to make this too easy either (e.g. adding a trajectory line during slow motion).

The 'margin of error' idea is very constructive. Platformer games do have a lot of helper mechanics like coyote time and jump buffer. I guess in the WHEELPOINT case, maybe when the player releases the mouse button on a wheel, we cast an invisible 'cone detector' towards the trajectory path to check if there's a star nearby... If yes, the game will then alters the player's direction toward the star instead of the original trajectory😉So, the bigger the cone, the easier to catch a star. It should be subtle though!

During the jam, I tried the moving wheel idea but it broke my hacky physics system, so I ended up playing safe by scrapping it😂 

Anyway, thanks againnnn! I'm glad you enjoyed this small project sur :D

Hey Ellatuss, thanks so much for the feedback! Indeed, some anticipation sfx/animation for the black hole's inhale or exhale would be very nice thing to add :D

A lot of people get confused with the starting screen, so your comment really really means a lot to me! I'm glad someone like it :D

Yea I agree on the stars mechanic not being 'tutorialized'. I really wish to improve the onboarding design of this game. Anyway, thanks again <3

very very fair point, thanks for the feedback. I will be sure the onboarding design for my next game will be more well-considered! 😄

Thanks!

Hey, thanks for the comment! 

Yes, the starting area is indeed one of the humbling mistakes. I assumed color theory and some UI animation could help the player understand and figure out how to attack, but I was wrong. I received feedback that it took some players some time to start the game, or some even quit without getting into the game. So yes, I definitely need to work on my onboarding design.

Hello! I totally agree with you. I have a few friends who mentioned the same exact feedback as you. I was relying too much on the start menu as the 'natural' tutorial so if you can start the game (by attacking the black hole), you will know how to play the game generally. But it's definitely not clear enough, apparently.  But hey, thanks for the feedback, it's a great lesson for me! I hope you still enjoy playing the game :D 

Thanks a Linh!! <3 

Glad you're enjoying the game Lio! You know what's the funny part? The leaderboard is one of the initial elements! But it got scrapped due to time :P 

Thanks so much for the comment Raul!

(1 edit)

It's quite hard to imagine this is done within 10 days, awesome work here!

Well done on the gameplay, feel, and sound. I enjoyed this game a lot.

I have to admit that I do have some analysis paralysis during the "planning" phase, and integrating the 'breathing' context into the "skills/techniques" are a bit far-fetched for me. The breathing technique mini-game has nothing to do with the main gameplay loop as well.

(1 edit)

Hey voters 👋🏻 I hope you guys have fun closing the breathing black hole! 

Just a gentle reminder, if you think you're stuck at the main menu and not sure how to start the game, why not try attacking the black hole (hold the mouse button until fully charge and release it)? 🤭 And of course, if you think that is not intuitive, please give your honest rating, I don't mind at all 😊

I will appreciate any comments, reviews, and ratings. Thanks for playing! 🙌🏻

  • Despite the funny visuals, the gameplay wasn't bad at all!
  • The meteor mechanic is nice. It's a danger, yet it's also a resource (weapon) to yeet the enemies away.
  • For the enemies, I like the behavior of stealing the oxygen blob. But I wished there was more visual feedback on their state because they somehow still damage me when they are "dying".
  • Really like the visual! 
  • The recoil in vertical steering was a bit frustrating
  • Very the first few minutes, shooting seems unnecessary.
  • The game gets repetitive very quickly.

Thanks Unimolix!

Thanks Joebinns!

  • Love the audio!
  • Like the mechanic of vacuuming nearby trash on inhaling.
  • The direction change with the mouse seems to stop working after 1 round.
  • Crabs are too punishing and annoying. 
  • The overall movement felt very sluggish, even when I'm boosting.
(1 edit)

Add some quality-of-life features... optimization... and balancing... then ship it! :P

The dynamics between of the 3 resources (fresh, toxic, and sight) are fun to balance/juggle as a player. Addictive progression and bubble popping. I really enjoyed this!

Hey, thanks for playing! Just to share that the AI is not mimicing you, but it's intended that sometimes the AI leave the enemies for you to do the last hit :P

solid game, but not fitting with the theme?

I like the twist but avoiding the rocket and robot is a bit frustrating with the loose platforming controls.

When you be like "aww I want more levels", you know the game is good

The concept of breaking to a bigger space has a lot of potential as a game progression loop but it didn't really bring anything new to the game, just trial-and-error interaction with the objects all the way. 

like the aesthetic and the quirkiness.

The game got quite laggy in the late game but I love it

The dialogues are great xD

Interesting code-the-platform concept with super polished and juicy UI and sound