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(+1)

The game looks great. It implements a loop-to-kill mechanic that I just saw in another submission “Hamster Hyperdrive” but my comment there is that the loops do not are not permanent which this game fixes. In this case though the difficulty and controls make it very challenging to progress. I’m playing with a mouse, I can’t imagine trying on a trackpad. Here are some specific things to tweak:

  • closing a hole is very difficult because the speed of the player is too fast too quickly (and if you keep the mouse close weird things happen, see below, or the enemies go away)
  • when you close a hole, it is very difficult to fall in immediately, maybe add some grace time
  • the “holes” are very difficult to see with the choice of colors, maybe add some contrast
  • the player behaves erradically when the mouse is too close (or on top), that wouldn’t be a problem if it wasnt for the next one.
  • the camera follows the player and keeps it centered, except near the edges of the playfield where the player moves and messes up the movement
  • Either give more energy and a bigger field, or make movement slower. I kept missing to close a loop by a little bit because I ran out of energy
  • I didn’t get the gist of what controls the recharge of the trail energy, sometimes it would take a long time to refill

Thanks for the detailed review. I will try to address some of these:

  • I think there is a learning curve to closing the hole. Typically you start a bit slow, draw a tight loop and cut right through it real fast instead of drawing a circle from start to finish like the other games. This is why the controls needed to be snappy to change speed, so that you can make precise cuts. I realize it’s a bit hard to get the hang of, but I’ve some people play and figure it out in a few mins.

  • Again, if you draw a hole by cutting through it instead of making a circle, this is much less likely. It still happens though, that’s a bug on our part.

  • Fair point about the contrast, will keep in mind.

  • The slow speed controls + camera edges definitely takes the precision out of the game a bit. I personally enjoyed the variation, but I think this can certainly be fixed.

  • We did mention this in the info graphic in the game description; it recharges when you go very fast by keeping the cursor farther away. I think if you realized this, the energy depleting wouldn’t have been a major issue.

I don’t necessarily agree with all your points, but it is valuable to have your experience detailed out like this. Thanks!