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Good job on making an interesting vertical platformer, because I haven't seen one in ages lol. The physics and barriers are very well done, and the moving up mechanic is just beautiful. Very neat coding.

One thing I would recommend making is some rewards to the player when they take the risk. For now, it seems like as long as I play slow and steady, I will have a higher chance to win. I believe that this game is more exciting in a faster pace!

The level design is both challenging and fun at the same time. I like the part when you have to stand on a drone to avoid the damage of the laser. I could see this is a great prototype for some serious platformer game.

Currently, I noticed two things that bug me a little bit when I try to enjoy the game. The Space bar to jump works very inconsistent for me. Also, there is no indication that pops up when I am taking a serious amount of damage. So, works on controllers and UIs, you are well on the way.

Keen to see your iteration on this! 

I always enjoy seeing what games you come up with, because while they all come from a common point of interest, it is clear that each of them functions differently from the others. One thing I could recommend for this game is to tone down how many obstacles you are giving the player at once. I remember while playing through level 3, I was overwhelmed. It felt a little claustrophobic. Other than that good job, Cecil. Keep up the good work.

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Playtester Name: Chang

Developer Name(s): Cecil

Playtest Date : Nov 26, 2020

 

What were your favorite moments of the game?

- Love the idea of mechanics, jumping, and shooting. There seems to be a lot of content that can be created using this mechanic. The overall industrial, and factoryish atmosphere visuals are harmoniously designed.

Where do you see room for improvement?

- Personally, I think you could try to make the attack direction rotate faster. I felt a little slow, it was a little hard to find the right timing. Once I got the wrong timing, I fell down again. If the rotation speeds up, I have to press it at a good timing, but I think I will have a chance to attack at any timing.

When did you stop playing and why?

- I haven’t stopped.

What was confusing or intuitive about the interface or controls?

- The control keys are explained very kindly during the game.

What was confusing or intuitive about the game mechanics?

- I was confusing if I was being damaged or not. I think it would be good to make it flicker when it gets damaged, like the old classic game. Other than this, it seems fantastic. Everything is well visually explained and reasonable.

What was frustrating or imaginative about the visual art, or sound design?

- The beat of the background song is so good, and I don’t know if you intended it but the character moves(animation) to the beat is very funny. It would be nice if a pixel-type typeface was used. Some seem to use this type of typeface, but I saw the regular san-serif for warning text in the game.

Do you have any other feedback that you would like the designer to hear?

- I love how the second level is designed which I can’t pass without shooting. I think this is a very nice tutorial.

* You made a typo on itch page. You wrote the W key instead of D.

Thanks for the feedback!! Really glad you enjoyed the game. Also, thanks for pointing out the typo, it may seem like a minor neglect, but the instructions are crucial to the players!!

After having played the game, I see that there's a bit of problems with either the jumping mechanic or my keyboard- really depends as there's a delay everytime we press is that doesn't seem to follow a really follow a timer, as sometimes I could just rocket upwards.

The player thrust problem is fixed now.