Since in run you have to make quick choices is ok to have small texts (i wish i could pause? but i understand is a game hadicap) but when checking items i whish to have a larger explanatory text. By example, fire set 4th tier says gain 10st on death. this 10 points are permanent or only in that run? this means my death or enemy deaths?. Also wish to have text to explain the skills, STR AGT END may be easy to understand but wisdom is not. I had to have several runs to catch what really does (mostly because i never knew you need 20pts to actually do something), and even so im did not completly get how wisdom affects gameplay after some more runs.
This lacks of basic info can drive to confusion and quitting of the game.
Thanks for the feedback! Those are all fair points and I was gauging early feedback to see how in-depth to make the tutorial and such. Some of the earliest feedback was that there was too much info on screen so I actually scaled back quite a bit from the original version. I definitely get your point though, and if I tackle a full version, that kind of feedback will help me figure out how to revamp a tutorial. With more time and screen real estate I should have more options for handling giving the player the right info at the right time.
The game concept is good, but there are a lot of details to polish, like difficulty curve and map design. For the comments i asume you work alone, need to find someone that helps you to focus on small things.
Overall i didn't like this game, gets tired on searching everywhere for something i don't know what, have to go all the way to find that the one thing i found wasn't the thing i needed.
Keep working! :)
The undo is a *little* bit buggy, but those bugs tend to be extremely rare. I try to bake tutorialization into the level design, and a story would bog it down, IMO. (If you want to see me attempt a story, check out 5 Step Steve).
Very minimalist. Should add a more visible mark for the trow line; should make the run line shorter or the char to move faster, the time between you start running and you start choosing the angle is a bit anoying. Could save your best sigle throw besides your average. There is a "bug" that make the average to not count the fouls.
Bad game seize, controls can be improved (like a lot), i won by just going right before the spikes, then left while falling making the char to go underground, killed an enemy (I dont know that kind was it), then moved left until stoped by the wall, going right make the same bug to occur and i fall, moved a like furter right and spawn in the end game scene.
Thanks for the feedback! Those are all fair points and I was gauging early feedback to see how in-depth to make the tutorial and such. Some of the earliest feedback was that there was too much info on screen so I actually scaled back quite a bit from the original version. I definitely get your point though, and if I tackle a full version, that kind of feedback will help me figure out how to revamp a tutorial. With more time and screen real estate I should have more options for handling giving the player the right info at the right time.