I want to say thank you again guys, the support I have received is nothing short of amazing.
My very first completed game is out now!
To be honest when you posted this the first time a few months back a lot of people wrote some good feedback - now I played through the entire thing again and it looks like you didn't listen to any of it. Why increase the level count when the game basically still ends in mid sentence. Jumping single space blocks with slippery and sometimes jittery controls isn't the awesome fun but you are motivated to find out what happens and you still neglected to add even one sentence of "finally I am free" or ANYTHING for a conclusion. The spikes also still have huge hit boxes, I guess thats the limitation of the software you're working with. The music is the best part still.
Fun overall! There were a few points where I would slide off the edge and when it reset me I would still be sliding so I would die again right away but other than that good times :D
All the criticisms have been said - spikes, ending, repetition of sentences.
Other than that, great music and amazing atmosphere. The story really pulled me in, until the end. Sequel?
@Tamaster92 said:
@kiwi_whisker: Thanks for the feedback, the art is indeed pretty boring as I wanted a minimalist style but I also suck at art so. As for the questions asked and answers given, I was trying to create a sense of mystery and never really resolve that - from other players it seems like either it's a great idea and they love it or it's a terrible idea and things should be answered. Evidently it's a divisive idea.
I'm all for mystery - and I liked the style they were presented in, being in the world and all. It just needed a little more (there was some) 'progression' in the writing. Even if its building to a void ending, maybe try to create a growing sense of tension, rather than using the same level of tension for 5+ screens.
Glad you finished it though. Onwards and upwards!
It was fun, but the fact he is meant to be alone is just lost on the player due to the sheer amount of text.
Also, watch for putting drops in the level as soon as you transition from another screen... but maybe that's my fault for keeping left held down and falling straight away.
Keep going with it though!
Crashed on me on "The final climb awaits" so don't know how close I was to the end.
Micro niggles - make the fade into new levels faster. I know it's fast but that tiny wait can cause a death and stop your flow if you're a fast twitch always be runnin sort of player.
Have some alternative keys. Space is bad for a lot of people due to long keypress travel, so allow z or control or something as an alternative, and have a setup for lefties like QW and P. Just have them all enabled all the time if its not going to impact your code.
In the dialogue mention your bad relationship with your wife or your missing dog/sister. I don't think running from an abusive father has been done yet, that might get you some indie awards.
Eh. Ambiguous game endings (or non-endings, as they really should be called) are stupid. As a game designer, you should have an idea of what your message is, rather than going for the cliche, "Well, what do you think? What does it mean to you?" From that perspective it's an unfinished game.
Looks basic, but a decent start.
There's a bug/glitch that occurs every time you jump: the character sprite quickly shifts a few pixels to the left then back.
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