Nice! I played this game as far as I could make it -- I eventually reached one of the later rounds that had the disappearing rotating black/yellow platforms, and in the second screen up, there were two horizontal floors but no way to get from the bottom floor to the floor above (neither in the visible or red dimension), so I stopped there. I had fun playing, and the unusual mini-character enemies that avoid you if you stand still but kill you if you walk/land on them presented interesting platforming challenges that I liked. It almost made the player the one who adjusted the movement of the enemy, rather than the typical platformer where you watch the given pattern and adjust to it. The disappearing/rotating platforms also worked nicely and it felt like there was a lot you could do with it. The background art and visual effect of the circle were also really nice.
Some feedback that is hopefully helpful: (1) On several respawns, I ended up spawning in the ground with just my head peeking out and had to restart. I think it happens when I'm holding down a direction when the respawn happens? (2) The sides of walls are semi-"sticky," and it made it feel like I was hitting my head on an invisible barrier when finishing double-jumps at the edges of platforms. In Unity there's a "platform effector" option that gets rid of the stickiness -- maybe Godot has something similar? Another result of the stickiness is that one could spam the jump button on walls and climb right to the top, which in some cases means a player could bypass the actual challenges you created. At one point I saw something peeking out at the upper left corner of the screen, and climbed a high wall and found a giant treasure chest in the sky :). (3) Maybe it's just my personal taste, but I would avoid having the gameplay challenges cross the horizontal and vertical screen-shifts, as it makes it easy to be suddenly killed on the next screen, and very difficult to adjust the red circle to the speed of the screen-shift. It felt more frustrating to me than a platform challenge, but I could see how others might disagree.
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Nice! I played this game as far as I could make it -- I eventually reached one of the later rounds that had the disappearing rotating black/yellow platforms, and in the second screen up, there were two horizontal floors but no way to get from the bottom floor to the floor above (neither in the visible or red dimension), so I stopped there. I had fun playing, and the unusual mini-character enemies that avoid you if you stand still but kill you if you walk/land on them presented interesting platforming challenges that I liked. It almost made the player the one who adjusted the movement of the enemy, rather than the typical platformer where you watch the given pattern and adjust to it. The disappearing/rotating platforms also worked nicely and it felt like there was a lot you could do with it. The background art and visual effect of the circle were also really nice.
Some feedback that is hopefully helpful: (1) On several respawns, I ended up spawning in the ground with just my head peeking out and had to restart. I think it happens when I'm holding down a direction when the respawn happens? (2) The sides of walls are semi-"sticky," and it made it feel like I was hitting my head on an invisible barrier when finishing double-jumps at the edges of platforms. In Unity there's a "platform effector" option that gets rid of the stickiness -- maybe Godot has something similar? Another result of the stickiness is that one could spam the jump button on walls and climb right to the top, which in some cases means a player could bypass the actual challenges you created. At one point I saw something peeking out at the upper left corner of the screen, and climbed a high wall and found a giant treasure chest in the sky :). (3) Maybe it's just my personal taste, but I would avoid having the gameplay challenges cross the horizontal and vertical screen-shifts, as it makes it easy to be suddenly killed on the next screen, and very difficult to adjust the red circle to the speed of the screen-shift. It felt more frustrating to me than a platform challenge, but I could see how others might disagree.
Nice job, glad I checked this game out!
thank you so much for the feedback my friend. and i am happy that i made a unique gameplay that made the game interesting