For the most part this is a very relaxing experience, which makes it a shame that there are a few frustratingly hard levels. Also, a fullscreen option would suit the experience.
For the most part this is a very relaxing experience, which makes it a shame that there are a few frustratingly hard levels. Also, a fullscreen option would suit the experience.
The gameplay is quite nice, though it can sometimes be quite frustrating (I accidentally started multiplayer with no way out). The artstyle overall is quite nice, though some stuff feels out of place amidst the neon colors (such as the pistol). It could also use more dynamics (like the pistol squishing & stretching when it shoots) and something more interesting than cubes (merely putting a face on them would make them much more lively).
I would also like it if the upgrades came a bit sooner, such that you can retry the game with a different one (also because I suck so much at this game that I shot the wrong upgrade).
Also, why only the spacebar, why not any key?
Thanks for the feedback! I made the spacebar the only key because people kept hammering the keyboard to shoot faster. I forgot to remove this limitation after adding a delay between shots. I also stopped working on the game to move on to other projects. I still really apprecialte your comment!
The artstyle is cute, though it could use some squish & stretch to feel more lively. More importantly, its few inconsistencies pull you out of the experience (like the 3D floating cookie even though everything else is 2d). It's also hard to tell the shape of each hitbox from the art, especially of your own character. Regardless, I would make it smaller to give a bit more lenience (though only when measuring whether you hit a spike, for landing on platforms it's fine right now). Dying from hitting a single pixel of a spike feels unfair, whereas if your entire feet touches it it is understandable.
Regarding the level design, I like the first few levels the most. Why? Because they rely on platforming-skills instead of timing skills (though I do think you continue to add variety at the right pace). The most interesting ones are the cookie-gravity levels, though it's sometimes hard to tell how exactly it works (sometimes I turn only once I've hit the cookies, but other times already in the air).
Also, why only allow the mouse button? Why not any button?
Thanks for the detailed feedback! I will consider this in the next update.
This game was first designed to be played on mobile, the touch function was replaced with a click function. Using any button could be implemented easily, never thought of that.
This may be the most straight-to-the-point platformer I've ever played.
The mechanics are fun & unique yet quickly communicated as you breeze through the levels.
A speedrunner mode would suit it well.
Thank you! I'm so glad you liked. I try to make snappy controls and straight-up games usually. I'll try to add speed-run mode to my next games (:
Simple yet fun, though you quickly get near the skill ceiling. It could also use some variety, and it's frustrating that you can't predict the direction a block will turn to.
This game really looks & feels like the creepypaste of an old handheld game.
Unfortunately, it is also just as much fun. All you do is walk around aimlessly in a mostly empty maze save for a few easy-to-kill enemies untill you stumble upon enough mcguffins, rinse & repeat. Even then, I kept getting lost (especially whenever I had to turn around), so eventually I only kept looking at the map.
The concept is hilarious, and though the controls can feel a bit stiff & awkward the game stays fresh by constantly switching between platformer, mirror-minigame & shop. Unfortunately, the fact that a game-over leads you back to the very start made me quit.
A quircky minimalist 5-minute story, though not my kind of humor.
Also, the ending came a bit out of nowhere.
Hey listen! I wouldn't say this game is amazing, but everything it does, it does well.
It's quirky when it tries to be quircky.
It's annoying when it tries to be annoying.
And it's a decent platformer when it tries to be a platformer.
The only real complaint I have is that some parts feel way too short (e.g. the final stretch) whereas others take way too long (e.g. the treadmill with bullets). I know it's part of the humor, but here it really falls flat.
EDIT:
Now that I tried it again I agree with davidpuralocura that the game is great once you get used to the controls (though the conservation of speed remains awkward and I still believe learning the controls should go much smoother), and I also see you added some of my feedback. So I added an extra star to my rating.
OLD:
I really want to love this game. Controls are unique & engaging, and art & music are juicy & atmospheric. But there are two things that just break the experience for me.
Firstly, the controls require way too much trial & error. In just the first few screens I had many times where I nearly quit because I though I had to do some pixel-perfect and/or frame-perfect jumps. Literally every single movement-mechanic took me a lot of time & frustration to learn, so I would advice the following:
Show the controls in the first screen, then I don't have to read the description out of confusion.
Also put 8 pixels around the player to indicate the possible shot-directions, and make them green when they are touching a wall to indicate that you can shoot & grey otherwise (do the same for the green bubble you currently use for aiming). Finally, increase the size of the bubble when you're holding the jump button to imply that you can hold it. I would also add an arrow showing your speed & its direction to make it easier to notice that you can conserve momentum. Also, I have no idea what the yellow diagonal jump does.
Unfortunately, I still ended up quitting after screen 7 or so because of the second problem: Conservation of momentum is bugged. If I have some conserved speed to the right I can reduce it by pressing left, but once I stop pressing left it goes back to its original speed to the right. This leads to a lot of awkward and confusing fighting against momentum.
If you ever fix this in particular, please message me. I would love to give this game another try.
Final note: when you touch the red blocks with a diagonal jump, you sometimes die & sometimes don't. That's just inconsistent.
Thank you for your constructive feedback I really appreciate it!
I'm not up to much today so I'll make some adjustments that you've recommended and see how they do!
To learn, have fun, & help others as a gamedev :)
Age 27, Male
Studying
Netherlands
Joined on 8/7/15