I saw another game a few months back that played very similarly, but this is much better. I have two issues with the game. My first is that the bouncy platforms and the regular platforms feel like they are from two extremely different physics based games. The regular platforms are very smooth and slick, and the bouncy ones are overly floaty and they don't blend well together. My second issue is that the gameplay becomes repetitive. You have a great basework, but you need "special" elements. What about permanent platforms or teleporters, or platforms that never turn off once you turn them on? It just needs to be "spiced up" after 10 or so levels.
The Artstyle is incredible and the gameplay is clean and concise. The gaming industry needs more people like the Spicy Horse team (and wow, a good publisher that responds to so many comments!). Keep up the terrific work. Hats off to everyone out at your studio.
You have a good framework, the controls feel like an "Ice" area right now, Everything feels slick. This makes levels 13-15 (I stopped at 15) extremely difficult and more of a lucky crapshoot jump than skill. Tighten up the controls a bit, and you have a great game going.
Love this game (THIS POST WILL SPOIL WHAT THE BEST SKILLS YOUR CHARACTERS GET, DO NOT CONTINUE READING IF YOU WANT THAT TO BE A SURPRISE). The original 3 characters seem to be the perfect team (with Erica leading). Erica's lead skill is an instakill to all basic enemies which drop crazy amounts HP potions once she gets a skill for that. She also speeds up the attacks of Josh which basically causes him to rain knives by the end of the game. Selene increases your power bar's increase, making it usable with nearly every wave of enemies (killing them instantly) and her healing at level 7 makes your team nearly invincible.
Stop changing the theme of the game, adding one new obstacle and calling it a new game.
Also, some sort of instructions would be nice. It's not really common knowledge/sense that running over Kenny slows you down and Cartman speeds you up.
Finally, driving on the road is pointless since the "grass" doesn't slow you down.
Not a bad little platformer. I have two issues to fix if you plan a future release:
1) Sometimes it felt like luck rather than skill to make it past a jump. Not timing, just being in the exact correct position when initiating the jump. Worse off, this issue begins at just level 4.
2) The bouncy ball mechanic was a little wild. It's good in concept, but I found it rather hard to control. I rarely felt that I had enough control over the physics to align my jump the way I wanted it to. It felt like a tossup every time I'd jump, HOPEFULLY I GET IT THIS TIME! (if not I'm dead...).
Where do I begin? 1) The in-game mute button only turns ON, it doesn't work trying to turn OFF; the menu one works fine. 2) The "Match" meter is extremely unresponsive in casual difficulty, to the point of unplayable. 3) You can cheat the highest difficulty mechanics by right clicking. 4) Though it doesn't do anything, you can highlight/edit the text in the sample/time windows.
It's not bad, the only issue I have with it is that there's no hint when the firestone powerup is going to end or some sort of brief invincibility to safety net the split second afterwards. I find myself AVOIDING it because it leads to losing a heart more often than not because I have no idea when it's going to end.