Way too much time needed to grind coins. You should be able to buy skills that apply to everyone, like coin value or enemy drop chance. The first area is hell for the colorblind, and the second has too many enemies in a row to be reasonably taken down. Also, the coins are grindy enough that they should not be in the air with a setup to jump right into an obstacle half the time. Also, it's a two-button game. if you'll not allow button mapping, at least include a right-hand buttons option.
Hi jufroftw,
nice to meet you. Thank you for your feedbacks. Your idea is a great idea: "You should be able to buy skills that apply to everyone, like coin value or enemy drop chance. " What do you think about a mechanic like: "special artifact that if collected give a permanent bonus to ALL characters?". About the last point, in the next patch we'll include for sure a right-hand buttons option.
Loved the game years ago, love it now. But there is definitely a major flaw that there shouldn't be: the camera pan is slower than your walking speed. I often get hurt by enemies that come into view right as my character walks into them.
Short, but I enjoyed it. Looking forward to your later work! Probably could have made some more involved puzzles even for this one, like measuring out the mass of water yourself.
Looking forward to the full game! It could use a map that fills in as you explore so you remember when there are other routes you haven't seen yet. Also, throwing star was OP, as enemies hit too hard to really be worth approaching. I hit the boss one time with my sword, which meant he cold hit me back, so it was straight ranged attacks from then on.
Got bat perk at second camp Remembered seeing bat at first camp. Trek all the way back, get first bat, and it... replaces the second one. I'm sad you cannot get a bat army. What a waste, seeing as it'll fly ahead of you and die to an ogre pretty quickly.
(1)Sliding needs to conserve speed WAY better. (2) some things respawn with each death that shouldn't (ex: trampolines), making some levels have extra objects. (3) Some things don't respawn with each death that should (ex: Yellow disappearing blocks), making some areas impossible to pass. (4) Jet packs are hard to control, making levels like 12 ridiculous. Also, they don't disappear when you die. (5) no R to restart? C'mon, that's pretty standard by now.
It was kinda fun figuring out strategies (which mostly became "get damage multiplier repeatedly, then kill foe in one attack) for the first character, but that didn't last too long. Iv'e been playing a while, and still don't know how long I have to play to unlock other characters. At least list how many enemies there are.
Controls could be a bit tighter on wall jumps, and there are places where you need to return to the menu because you can get stuck in a death loop. However, the game was fun and simple, if generally rather easy. Some of the hardest wall jumps are skippable via gravity flip. I'm giving this a good score, and hope that you will expand the game significantly!
Thanks for playing! Yeah, those deaths loops could probably be an easy fix so I'll fix them in the next update. As for the difficulty being too easy, I've heard from other people that the difficulty ramps up too much on the later levels. I think that the game becomes much much easier if you have played other plattformers before. I could make more levels and smooth out the difficulty curve but that would only make it easier for more experienced players.
Thanks for the feedback, much appreciated! (:
Desperately needs to restart from a level, not the start of the game.
Considering the near-invisibility of the mines and huge knockback from enemies, starting over makes the game needlessly frustrating.
This game is quite hard, but not for the best reasons. Even early on, going through long lead ups and re-defeating enemies before a hard jump really hurts enjoyment. This could be solve d by adding many more checkpoints. I'm still early on, but I do not like disappearing platforms before ceiling lasers. Land, transform, and drive between shots before the ground gives, since yo can't jump on wheels? It's a little much.
Love the concept, so I'm trying to forge onward.
At the nearly impossible room in the Expert Level (something like "near-zero chance of success," where you need to bounce off monsters and flip gravity while a bomb tries to destroy your bridge), I just encountered a level-breaking bug. After accidentally switching rooms during a respawn, then trying to reenter the room immediately,my screen started jumping rooms repeatedly. This continued until I hit R, which stopped the screen on Gravity Maze.
The problem, more important than being moved back in the very hard levels, is that my character apparently didn't move, only what i'm shown. So I cannot see my character, and resets just reload Gravity Maze.
Starting over on most levels isn't the worst thing. Doing so on the Expert course, though, is pretty damn frustrating.
BUG
On the detour level, the final portal makes its sound effect, but instead of leaving the level, it shrinks me and leaves me in the level, on the ceiling. I can't do anything but restart, which brings me back to the checkpoint, but the problem persists.
Hi jufroftw, nice to meet you. Thank you for your feedbacks. Your idea is a great idea: "You should be able to buy skills that apply to everyone, like coin value or enemy drop chance. " What do you think about a mechanic like: "special artifact that if collected give a permanent bonus to ALL characters?". About the last point, in the next patch we'll include for sure a right-hand buttons option.