Thank you so much for playing and commenting. Totally agree with the critique on the color scheme. I will definitely put some thoughts into it when I remake it after doing 2 or 3 other projects.
The text tutorials were planned to have homouristic character, because the level at the start is repetitive in levels 1 and 2 . The thing with one key being placed ofen behind you repeats 3 times and two or threee levels have the same starting message.
I think this could easily be missed when a levels eats most of your attention span. Maybe I could fix that with timers on messages like "under 15 seconds = normal message" and "more than 60 seconds = explain what mechanic to use"
Uuuh. Just saw you dropping to the bottom of that tower level right before the finish. Ouch.
I don't know what is wrong there though. After the launch pad you should be able to do the second half of the double jump and even dash after that. But if it was unresponsive once, you learned the mechanic in an unintuive way. KUDOS for super-jump though, jumping exactly when the pad launches, that was a new one for me. I could be that in the back for a hard mode :D
Seeing someone playing it helps so much with future design decisions: colors, mechanics, even designing level areas in a way where someone who can't make a jump in an intended way would be able to finish it even when it takes longer.
Nice to hear you mention a timer: it was planned but I couldn't get it done on my last night developing it.
And thanks for sticking with it through the end. Just closing it may had emotionally damaged me :D I can see the frustration though.
Super glad to have played it for you. No pain can stop me... I'm glad I did stick it out lol! Very cool ideas you have, can't wait to see them. Thanks for breaking down some of the game mechanics and problem areas for me. I'm looking forward to playing more from you!
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Had a lot of fun with it! Here's a link to my playthrough... https://www.twitch.tv/videos/1569991724?t=00h16m09s
OMG I AM ON TWITCH !!!
Thank you so much for playing and commenting. Totally agree with the critique on the color scheme. I will definitely put some thoughts into it when I remake it after doing 2 or 3 other projects.
The text tutorials were planned to have homouristic character, because the level at the start is repetitive in levels 1 and 2 . The thing with one key being placed ofen behind you repeats 3 times and two or threee levels have the same starting message.
I think this could easily be missed when a levels eats most of your attention span. Maybe I could fix that with timers on messages like "under 15 seconds = normal message" and "more than 60 seconds = explain what mechanic to use"
Uuuh. Just saw you dropping to the bottom of that tower level right before the finish. Ouch.
I don't know what is wrong there though. After the launch pad you should be able to do the second half of the double jump and even dash after that. But if it was unresponsive once, you learned the mechanic in an unintuive way. KUDOS for super-jump though, jumping exactly when the pad launches, that was a new one for me. I could be that in the back for a hard mode :D
Seeing someone playing it helps so much with future design decisions: colors, mechanics, even designing level areas in a way where someone who can't make a jump in an intended way would be able to finish it even when it takes longer.
Nice to hear you mention a timer: it was planned but I couldn't get it done on my last night developing it.
And thanks for sticking with it through the end. Just closing it may had emotionally damaged me :D I can see the frustration though.
Super glad to have played it for you. No pain can stop me... I'm glad I did stick it out lol! Very cool ideas you have, can't wait to see them. Thanks for breaking down some of the game mechanics and problem areas for me. I'm looking forward to playing more from you!