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Feedback

  • Love the chilled vibe
  • Love the concept
  • but man is it difficult, the senor is so sensitive, once things are rolling it's hard to ever stop
    • I can see that when using the acceleormeter, it has to be a bit more on the sensitive side, otherwise one has to tilt the playdate too much to still see the screen. But I think it needs more refinement.
  • Physics feel good
  • The major challenge for this kind of game is level design.
    • 1) is good, the player has borders, can't die, learn a bit the physics
    • 2) nice, some borders are removed, but it's actually still level 1
      • here a corner or curve would make sense, maybe with some border removed, but not all of it. For the player to have a chance to fail, but there could still be a save corner or something like it.
    • 3) why already such a narrow path with no borders at all? the difficulty ramps up why to quick. This is torture! :-P I couldn't even get familiar with the physics to get along corners. Know you remove all borders, add three turns and make it sooo narrow...
    • 4) Nice idea with the moving tiles
    • 5) even more narrow? Okay the tiles might help, but hey just let me learn it with broader paths first and then narrow it down :)
(+1)

hey Dom, 


thanks for the great feedback! I have actually been working on the game since the jam ended and I totally agree with everything you’ve said. 

The level design is something that I really wanted to work on more for the jam, but by the last few hours I was losing my mind hahaha. I definitely agree I ramped it up too fast. 

Thanks for playing!!

For a puzzle game, managing the difficulty and progression over multiple levels is the hardest part. 

At least that was my experience working on DERU - The Art of Cooperation.

Ideally you'll get new, fresh players in for playtesting every once in a while, because the experience can be very different for first players vs. experienced ones.