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Is my game too easy? - Looking for feedback

A topic by DevAndreAkira created Apr 20, 2026 Views: 304 Replies: 10
Viewing posts 1 to 7

Hey everyone,

I’m working on a short 3D platformer that runs directly in the browser (no download needed).

https://devandreakira.itch.io/aero-frog-skybound

I’m NOT looking for feedback on graphics, audio, or story right now — just difficulty and challenge.

Thanks a lot 🙏

I tried playing it on my iPod (great intro) but after loading it just gave me a white screen...

(+1)

Ok ok work..But how much memory does it require?

(+1)

Thanks again for trying the game!

Funny timing — the memory was so high I almost thought I crashed itch lol 😅 But I did some testing and found it was coming from the grass script (grass.js). After removing it, the memory dropped a lot (from ~200 MB to ~60 MB), so it’s much lighter now.

Really appreciate you pointing it out, it helped a lot 🙌

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I thought it was a bit easy. I jumped on the first green platform and sniped everything i could see. Do some of them shoot back?

Yes, but perhaps the attacks are a little slow.

i find it boring , but iam not a hugefan of those games . i ask me what is new  , and i saw nothing new .



The courage to try, the game is fun, you will surely like COD where everything is always the same...

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In my opinion, the game doesn't feel too challenging right now. Not having to reload definitely makes it easy to just run around and shoot everything you see without really paying attention to anything else (not a bad thing, just something I noticed). Other than that, the game feels balanced already, and the enemy variety alongside a possible reload/ammo mechanic could make for really good game feel.

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It's not too hard on its own, no, but it's made unnecessarily difficulty by the checkpoints seemingly not working. I made my way up I want to say most of the tower on level 2, then missed a jump in the section where all 3 platforms disappear at once. I figured okay, whatever, I'll just fall off the side of the map and pick up at the checkpoint I got maybe a minute or two ago. Instead, it reduced my lives by 1 and reloaded the level, resetting me to the bottom of the tower and taking away the tadpoles I'd already gotten. No offense, but I didn't really feel like trying again after that, so I couldn't tell you how the boss fight is.


I think having infinite ammo for the basic weapon is fine for a game like this since it's more about the platforming anyway. Maybe you could give the player other weapons as limited powerups, like 100 shots of rapidfire or explosive shots or whatever's fun. The jumping itself feels fine and the shadow directly below you is a great touch to help you land. Just need to fix those checkpoints so they actually work. Other notes... the take damage sound is kind of aggressive and startled me a little when I first heard it. If you're planning on expanding this at all, maybe make the levels a little more than just a big green square on the ground with platforms over it. You can see the edge of the world at all times and it makes it feel artificial. Maybe that's the aesthetic you're going for with big sky platforms, in which case it's fine. And lastly, the AI-looking main menu is a bad first impression. It makes it look like a cheap, fake mobile game. You can do better. The actual in-game art, simple though it is, looks much better. It's not even the quality of the art itself, it's just that it looks... thoughtless, if that makes sense.


Hope this helped!

(1 edit) (+1)

Thank you for the feedback. Indeed, the checkpoints in stage 2 need fixing, and the elevator entrance isn't intuitive at all. I appreciate you taking the time to play, even if you didn't reach the third stage. Your observations were very accurate, and I hope we can make corrections to make this demo version smoother and more fun. Also, you're absolutely right about the main menu — I'll redesign it to match the in-game aesthetic.