I liked the originality of brickbreaker meets platformer, the shooting mechanic was cool. There was one level, the level after green, where on the removing the second blocking gate I got very lost, it didn't seem clear where to go. Also, on the green level, the blocks I was meant to be shooting were also a very green colour similar to the background, this meant that it wasn't clear what I was being blocked by when my character didn't move. Level clarity is really important if the goal is to create a slick time-trial platformer and sometimes I felt lost, or as if I could get a better time now that I know the correct way. The problem with asking the player to do this again however, is that the levels are fairly long, it's not a supermeatboy style retry the last 4 seconds, it's minutes of replaying something the players already done
Again I really like the novelty here and I'm glad you added more mechanics than many other platformers this gamejam! For a first game it's incredibly clean
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Thank you for your comment <3
We're sorry that some level design elements may have been confusing or frustrating :(
On the topic of level III, the goal of this level was to break the linearity of the first two levels and was inspired by the design of other games like Ultrakill or Hollow Knight. You can explore the level, choose your own path and then, if you feel like it, go for a slick time ^^