This is fun, and the upgrades look really interesting, but unfortunately it's too hard for me to get more than one. I didn't realise there were health upgrades until my second run, and the mouse sensitivity was really high. Sounds for the gun would be good too. I really liked the goofy enemies and their ragdolling, and they seemed quite intelligent the way they peek out from walls to shoot at the player.
NedTheGamer
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A decent concept, but by the time I was able to unlock new pieces to build with I was getting a bit bored of just doing the same challenge with greater requirements and frustrated with the unintuitive (for me) controls. Perhaps more interesting levels (gaps, ramps, steps etc.) or a faster start would be good. I did have fun with it though, and agree with the consensus that it looks and sounds great!
A fun time, and I loved the low resolution tying into the png tunnel portals. My ice also stopped melting around the beach (I think), and the game crashed the first time I jumped onto the square platform after the lone umbrella after the 5th checkpoint. The skins were a fun gimmick, and I really liked that to get a kebab the ice cube, not the player, had to touch it. (Once I got the kebab cube I had no need for any other skins lol)
Really fun puzzles, and I had a really good "A-ha!" moment early on. Unfortunately, I'm not certain I fully understand the puzzles: sometimes it gets completed and disappears before I can figure out what's going on (when there's more than one number in play still), so I'm not sure what the actual completion goal is. The art is really nice, but it can be hard to quickly read the numbers. I'm definitely keeping this one around so I can give it another shot some time :)
A great concept, and the first few levels are quite fun. I also couldn't figure out exactly how to keep the ball balanced, on level 4 or maybe 5 (the one with a hump then bigger ramp at the start) I couldn't consistently get the ball back to balanced after the ramp, even accelerating from a full stop when it leant forwards. I really like the idea of one countdown encouraging you to play fast, and the other making you go slow and carefully.
This is my first tabletop game, and I have had a few ideas. I'm going to make it super simple, with only three stats: people skills, fighting skills, and traversing skills. Each of these have three attributes: base stat (determines dice to roll), modifier (how much to add or subtract from dice roll) and resistance (how much to subtract from an opposing dice roll).
Talking to people, moving over tough terrain, and attacking an enemy will all work on the same system.
There's a bunch of other stuff I've thought of and started writing down too :)
A really fun game. I found the moving platforms being the same colour as the launch pads a bit confusing. The part where you had to jump on moving platforms was really hard, but it felt great when I finally passed it. I think the acid pools should bring you back to the mid level checkpoints, not the very start. In unity, if you change the physics material of the ground / player to slippery, it stops the player sticking to walls / boxes. The level design was really good, and the few mechanics were fun. The combinations of mechanics were really fun, like when you were pushed to the middle by the bounce pads and had to jump over the spikes. I loved this game!
Thank you so much!
I get all of your troubles with it. I did a platformer game because I hadn't done one before, and I will change a lot of the things you've said in the future. I would have made the tutorial level shorter, but I didn't have enough time because of school :(
I really appreciate the feedback.





