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Looking for Feedback on DualVerse86 – Playable in Browser!

A topic by J1GStudio created 96 days ago Views: 377 Replies: 10
Viewing posts 1 to 8
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Hey everyone!

I’m a solo indie dev working on DualVerse86, a retro-inspired 2D parkour adventure. In this game, you jump between glitchy virtual worlds, dodge obstacles, and uncover hidden secrets. 

The goal is to race through levels and set record times while collecting items along the way.

I’d love to hear any feedback on gameplay, visuals, or mechanics! The playtest is free and runs directly in your browser (no download needed). Thanks for checking it out and helping shape the game!

Play it here: https://j1gstudio.itch.io/dualverse86

trailer :

(1 edit)

Seems like a solid game!

My only suggestion would be to maybe start the player out with an easier level. Before progressing them to the first level you play in the demo.

I know the tutorial helps with that, but it still seemed quite a jump from the tutorial to the first level.

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Thank you so much for playing and for taking the time to give me your feedback! I really appreciate your suggestion about adjusting the progression—it’s super helpful to know where the jumps in difficulty might feel a bit abrupt. I’ll definitely keep this in mind as I work on balancing for the final version. Thanks again for your support!

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Hi, nice visual and soundtrack, level design keeps a good pacing. 

That`s why i want to feel the speed from the character, but now he looks like running on ice.

Bugs I found:

  • Holding SPACE will freez the jump animation.
  • Endless rolling animation between platforms.
  • When you slide on a wall, hold down the movement button in the direction of the wall and jump, the character will bounce off the air and return to almost the same place.

Ah, and SHIFT key, sticky keys saying "hello". :)

Thank you so much for the detailed feedback and for taking the time to try the game! I’ll look into these issues and work on improvements.

thanks J1G

I’ve just released a new update for DualVerse86 as part of Improve My Game Jam 36

Here’s what’s new:

  • Simplified and more intuitive controls for a smoother experience.
  • A brand-new intro scene to add context and immerse you in the story.
  • Freshly composed music for the intro scene. 
  • An improved tutorial – longer and more technical to help you master the switch mechanic before diving into Beta-City.
  • A simpler, more user-friendly menu for easy navigation.

I’d love to hear what you think about these changes! Your feedback is super valuable and will help me refine the game further.

You can play the updated version here: 🔗 DualVerse86 on Itch.io

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Tried out the game, and left a comment!

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I followed you and left a comment on the game.

Hello everyone!


The new Demo of DualVerse86 is now live and ready for you to play!
🕹️ This latest version marks a major step forward from our previous playtest and brings you closer to the full experience.

What’s New in Demo?
✅ New Menus: A fresh UI update for better navigation and an improved experience.
✅ Level Selector: You can now revisit completed levels effortlessly, making it easier to perfect your skills or chase faster times.
✅ Improved Visuals: New sprites and visual polish to immerse you even more in the retro-futuristic world of DualVerse86.

How to Play: 
Browser Play: Jump right in and start playing directly in your browser!
Download: Prefer the offline experience? Download the game and play it anytime. 

We Need Your Feedback!
Let us know what you think—your comments, suggestions, and ideas are invaluable in shaping the future of DualVerse86.
Feel free to share your thoughts here or directly on the game’s page!

 🎮 Play the game here: https://j1gstudio.itch.io/dualverse86 

Thank you for your support, and I hope you enjoy this latest version of the game!
Let’s race through DualVerse86 together!

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Some thoughts and observations:

  • Holding A keeps you in the falling animation even after you’ve landed. (It’s kind of cool because you can float around like Magneto in MVC2, but it’s probably not intended behavior)
  • Jumping while moving into a wall kills vertical momentum. The first two humps you jump over in the tutorial can’t be jumped over if you’re hugging against them at the start of the jump. It’s probably something to do with the wall jump mechanic slowing speed while touching a wall? Not a big deal, but could limit design options in the future or lead to minor player frustrations.
  • Here’s the biggest thing I’ve noticed: It would be very helpful if there was consistently some sort of indication of what the other world contains. For example, the first time you switch worlds in the tutorial there’s a low passageway, then the next area has a high passageway. But there’s no real way of knowing what’s going to happen until you do it, which seems to go against the theme of a game that focuses on going fast. It would make me feel really good as a player to be able to run through the level while being able to “predict” (through visual cues) what I’m supposed to do next. You have hollow red and blue shapes later in the level, but they aren’t used consistently throughout. For example, the blue ground to the right of the second checkpoint disappears, but doesn’t have hollow blue blocks in the red world. TLDR: Having a clear way to tell what objects are going to appear/disappear is necessary to empower players and prevent frustration. (Guacamelee is a great example to look at. They use sparkling shapes to show walls that will be present in the opposite world.)
  • There’s no variable jumping/wall jumping height. The jump should be lower if I let go of the jump button mid-jump. Especially for wall jumps, this would make timing and spacing some of the landings much more fulfilling and would open possibilities for more difficult wall jumping sections that are still fair for the player.
  • I sometimes get a second jump mid air while doing wall jump sections. Not sure why.
  • After beating a level: One option is red and one is blue. I could tell which one is selected because the options don’t loop around, but visually I had no idea which one was selected. You could try dimming the color of the non-selected option maybe?
  • The single-pixel black lines in the background of the tutorial jitter around when the camera slows to a stop. It might annoy some people.

Overall, I had fun playing around in it. I like the visuals of the levels. The red/blue dichotomy works really well. I think it has a lot of promise if you keep pushing forward with it! (I also have a game you could try if you have a minute, but no pressure.) Good luck!

Thank you so much for taking the time to share your detailed feedback!
Your observations are incredibly helpful and will guide me as I continue to refine the game. I'm particularly interested in improving the clarity of visual cues for world-switching and tweaking the jumping mechanics to make them more satisfying.
 I'll also look into the issues you've mentioned regarding wall jumping and the menu design.

Your encouragement means a lot , thank you for playing and sharing your thoughts!