Great game but holy heck this guy found every opprotunity to die! I like the three block limit before he moves but I found it a much easier strategy to just trap him and take as much time as I wanted.The visuals are great the main mechanic is fun so you've made an all around great game. my biggest frustration is that its super easy to clip the player into a wall then they just slide down until they fall, undoing all your work. I gave up on the last level because this happened and I just didn't want to do it all over again. a few more minor things would be a way to tell where the player was trying to go and a way to gauge how high a jump pad would launch them. all around great work! Best of luck to you :)
Thank you very much, some of these bugs and issues im aware of, but would be difficult to solve. Tho i would try if i was to continue to develop the game.
The about the ability to see jump pad arches/height and player intentions are very interesting, and i appreciate it.
The player was deliberately made stupid, but maybe that wasn't the best choice.
again, appreciate the feedback and glad you played the game :)
Very cool short game! The art direction is very nice and original and the gimmick is a very cool one! Only big gripe is that the indicator below the player implied you could only move three blocks, as apposed to as many as you want. I didn't find out the limitation didn't exist until the "Opsie" level, which was by accident.
I would suggest letting the player know they can move more, either by changing it to a timer that activates when the player first moves a block, or by simply telling them.
Also, maybe include a score system that's determined on how many blocks you move: the less times you move a block, the higher the score. It's way too easy to simply trap the player and turn the stage into a straight line to the end. Implementing this will encourage the player to try to implement strategy into their playstyle and minimize the amount of blocks moved.
Thanks for the feedback. I had a lot of people telling me that i should impose a limit on blocks moved before you love,thus why i added the green indicator.
The whole score system is a good idea, one i had thought of, for some reason never seriously considered.
Thnx for the feedback again, and glad you enjoyed it :)
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Thanks a lot :)
Glad you enjoyed it, im sorry your game crashed, that bug was difficult to isolate, so im sorry.
Really appreciate the feedback too, so thank you very much. :)
Great game but holy heck this guy found every opprotunity to die! I like the three block limit before he moves but I found it a much easier strategy to just trap him and take as much time as I wanted.The visuals are great the main mechanic is fun so you've made an all around great game. my biggest frustration is that its super easy to clip the player into a wall then they just slide down until they fall, undoing all your work. I gave up on the last level because this happened and I just didn't want to do it all over again. a few more minor things would be a way to tell where the player was trying to go and a way to gauge how high a jump pad would launch them. all around great work! Best of luck to you :)
Thank you very much, some of these bugs and issues im aware of, but would be difficult to solve. Tho i would try if i was to continue to develop the game.
The about the ability to see jump pad arches/height and player intentions are very interesting, and i appreciate it.
The player was deliberately made stupid, but maybe that wasn't the best choice.
again, appreciate the feedback and glad you played the game :)
Very cool short game! The art direction is very nice and original and the gimmick is a very cool one! Only big gripe is that the indicator below the player implied you could only move three blocks, as apposed to as many as you want. I didn't find out the limitation didn't exist until the "Opsie" level, which was by accident.
I would suggest letting the player know they can move more, either by changing it to a timer that activates when the player first moves a block, or by simply telling them.
Also, maybe include a score system that's determined on how many blocks you move: the less times you move a block, the higher the score. It's way too easy to simply trap the player and turn the stage into a straight line to the end. Implementing this will encourage the player to try to implement strategy into their playstyle and minimize the amount of blocks moved.
Thanks for the feedback. I had a lot of people telling me that i should impose a limit on blocks moved before you love,thus why i added the green indicator.
The whole score system is a good idea, one i had thought of, for some reason never seriously considered.
Thnx for the feedback again, and glad you enjoyed it :)