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(2 edits)

Thanks for the feedback. The reason I had you click the player was to get people to orient the cursor in the middle of the screen by default. Also I'm curious, could you expand on how exactly you were moving the mouse to prevent him from falling? Was it super quick in the middle or a steady wide rhythm etc?

Also the mixel comment intrigues me, what did I do differently in the mixel composition compared to a badly composed mixel game?

(+1)
  1. Yeah, makes sense. Maybe having a bigger sign pointing to clicking the player then could be worthwhile. I dunno, I just got stuck several times because I kept forgetting to click on the player – and the hitbox for clicking him was kinda invisible so I clicked next to him several times.
  2. Just big wide arcs left to right quite rapidly. Steady wide rhythm. It's my go-to for these sorts of games.
  3. It wasn't taking itself too seriously, and in it's a submission for a game jam. On Steam I'd usually prefer to see more a polished art style. Or, if mixels are the art style, then usually it involves a heavy amount of fancy VFX to make up for it. But hey, I'm not saying the inverse would be wrong! It's just not my preference.