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YARG

A one-screen rage platformer that wants you to succeed! · By Santum

Gave this a shot

A topic by jdelible created Jun 19, 2024 Views: 66 Replies: 2
Viewing posts 1 to 3
(+1)

Got this in the Palestinian Relief Bundle (thanks for supporting that BTW with your game), looked like something I might enjoy so I gave it a shot and... I enjoyed it until I did not? Basic idea is good, I generally enjoy these precision-esque platformers, the first dozen or so levels ramp up well and... then it starts leaning on the guns.

The guns starts alright but become an issue the more they are leaned on as they've got problems. The biggest is that the bullets are very tiny and hard to see, and while the line shows where they will fire said line follows you continuously which does not help with visibility. This is magnified by the timing of the guns not resetting when you die, which throws of the timing of each run you make. There are two levels which are just a mess because of this (I believe both are in the 20s and force you to take an S shaped path through the stage, the latter also has a giant saw blade). I got through all of Celeste and Golden God in Super Meat Boy so I can deal with harsh, this is just annoying due to being borderline mechanically busted. I needed to take break after failing for like the 70th time on that second noted stage, saw I'd have to continue from the prior safe room (and do that prior S path room that legit took me 30-40 minutes and hundreds of attempts) and just uninstalled instead.

Obviously this game is complete and I dug the first half, I just mention this as if you revisit this type of game again this element had severe issues and IMO kinda tanked things.

Developer

Thank you so so much for the feedback! As you mention, the game is complete, but I greatly appreciate having detailed and actionable feedback like this.

I feel that this game, generally speaking, suffers in some places from having an unbalanced difficulty curve (and some mechanics certainly don't help, with the guns being possibly the worst offender). Sadly at the time I lacked the experience to solve design issues like this, and I started inviting others to playtest too late into the dev cycle... but excuses aside, it was definitely a learning experience, which is why I'm happy to see feedback on where exactly I flunked.

I'll likely revisit this sort of game at some point in the future. I will definitely be keeping all of this in mind!

(+1)

No problem, I wish you the best with your future games! I just want to restate (since my post was focused a bit on the negatives re: the guns) that I generally had a good time on the stages where they weren't featured/weren't a huge issue, if said stages were their own separate game I'd give it a very comfortable thumbs up so I'd say most of what was included was done well and you should be proud of it... just, you know, some parts weren't and as you said, that's a learning experience. Cheers!