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Reditect

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A member registered Jun 20, 2021 · View creator page →

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Hi, I found this game a while back after looking into all 3d platformer games I could find on Itch. It sat in my backlog for months, but since I had a game design university assignment where I could analyze a game, I took the chance to play this.

Here’s the link to a Google Doc with my feedback on it (itch didn’t let me copy and past with ease, sry): https://docs.google.com/document/d/19ImXuZh9by3Nn9-pngc-5OHm7QG1xCnPSUV8-SyEnyE/edit?usp=sharing

This game is awesome in visuals, story, etc.

I did get lost on what to do twice, exiting the game after running around for 5 minutes in the first area with the hover/air flowers. So, I’d say the level design/game design isn’t as strong. When it works, and I know what to do, it’s amazing. But, again, there are times when I don’t know what to do.

The cutscenes are in French only, but they were great. The visual style is something I adore. This project is 5 years old, so I’m late to the party, but thanks for making this.

Feedback on the game:

  • If you miss a jump and have to respawn, the gem counter is reset. I’d recommend making it so that you keep the gems you already collected if you fall.

  • Maybe a life system, but falling once and having to restart entirely is bad UX.

  • I felt as though the jumping could be ‘higher’. There’s a lot of horizontal momentum, but not much verticle.

  • The graphics/art are good.

(1 edit)

Hi, I played the game and I’d like to give some feedback.


The movement feels stiff to me. I think it might feel better if the speed and acceleration to max speed when walking was increased. I also couldn’t wall jump for too long, I’d make it so the player jumps higher when ‘pushing’ off of a wall.

Animations snap, a transition to other animations would be nice, but that would probably a lot of work. (I’m not sure how Godot handles animation stuff.)

For the bounce pads, I think the player should be able to bounce higher overtime. (But have a max height a bounce can take you to.)

For lava, I don’t think it should ‘kill’/teleport the player instantly. Maybe progressive health depletion and more visuals to tell the player ‘hey, you died or are dying.’


After playing for a while, I got used to the movement and was able to play most of the game. It’s good honestly, but could be tweaked for a better onboarding/user experience.

This game was very fun to play until the end. The movement is awesome as well as the camera, same for most of the level design.

Most of my issue is with the final parts of the second level, the more open one. There are no checkpoints, so if you die you need to backtrack quite a bit. The longer grind-rail section of the level was annoying, that final jump especially.

Regarding UI, I had to switch from my Xbox controller to my mouse for that, but that’s not a major deal. Things like the pause menu and the shop. I did encounter a bug where I had two pause menus open, but could only close one of them.

In the shop was the drill upgrade, which was pretty cool. I don’t think I got far enough for an in-level mechanic use, if any. (I stopped playing after I encountered the pause menu glitch mentioned above.) The movement option of the drill contrasted with the lightsaber, horizontal and vertical movement respectively. That was awesome to see.

On the subject of movement, there is a ‘pull-up’ move when latching onto an edge of something. I think the animation should be sped up, its speed doesn’t match the other movement options imo.


Overall, I had a fun time playing this game. The game design was great from the beginning, but fell apart in some areas.

(1 edit)

Feedback on the game:

  • Movement feels too fast and slippery.
  • Camera jerks when in front of an object.
  • Visuals are awesome.
  • The day-night mechanic is interesting, but I found how to do it by button mashing. I’d push some UI, that changes based on player input, telling the player what button/key to press to use the ability. (to bypass the door, you could have also slide against a wall and jumped.)
  • In the second level, the player doesn’t stick to the platforms that move. I’d move the player with/as the platform under the player moves.
  • I got to the top, but the portal wasn’t lit and didn’t teleport me anywhere. I’m assuming this is the end of the game for now.

Had fun with the game, cool to see a game jam from a college.

Also, I played with an Xbox controller. I think RT would be a better button for the diving forward ability, rather than RB.

The game is small but fun.

The camera could be better. I prefer an inverted camera compared to what’s being used in the game. The visuals are great imo. The game design could’ve been more realized, but the experience was short and sweet.

My favorite level was the last one, the night vibe was nice.

yeah, didn't have a lot of time personally to work during the jam. I couldn't really think of anything that I could finish quickly. I thought about making AI move the car to things to "help", but I was overall stumped on the theme.

I didn't really have much time due to personal things. I also just kind of forgot about it.

Loved the game. It was both fun and challenging. Maybe different types of lasers could be something to explore if you add to this project later. Also, anything after stage 10 took me about 5 mins to figure out. Great game. :) 

I just finished making mine: https://reditect.itch.io/scuba-man :)