Bad Level Design :D
superhighlevel
Recent community posts
First, why does the Escape key restart and P for the dash in the keyboard control? I can't exit the game to the main menu...
The learning curve is too steep, you throw me to a large map with the unknown. The movement is not as satisfying as I think. I feel like I need many hours to master the game but the game doesn't tell that to me.
And after the corner slide, you can't dash? intentional? it bad.
Too many soft locks with force you to restart.
The boost mechanic as you describe in your yb video is interesting, but I feel like it is required to beat the game somehow. With is okay but feels like this is an advanced mechanic where you aren't required to beat the "game" but are required to beat the "time"
Not as good as I think, I don't feel like spending hours mastering this game, the game doesn't give me some reason to master it. Still a early stage of game dev through could be change.
Hi, I have replayed your game again, it's better than I remembered when I played it before. Here is some feedback for you:
Good thing: The "Shapes" is better now, and the level design feels more polished.
1. The player moves too quickly for this game, I suggest slowing it down to 70-80% of the current speed
2. The ball physic, I bet you know, it isn't good, needs some more refinement.
3. I wish I couldn't play more levels, you have a good baseline, add more mechanics, juice, and level, and you may be good, hopefully, good luck
Well, I think you just implemented one of the most annoying attacks, the player direction base attack. And there is no point in dodging the attack, you will get hit anyway, just try to outlast the diver. I just randomly upgrade the mutations, spam attack moves in a circle, far away from the diver as possible, die retry, and win.
Overall not-bad 20' gameplay, with good use of color, and contrast. Animation feels good, but not much for the diver, he littery stands still.