Great! I'll write quite a bit as I had lots of thoughts and this has a really good foundation/potential.
Mechanics and feel is wonderful, very impressive and inventive! Level design feels quite scattered and random, which kind of makes this feel like a "flash" kind of game instead of the physical storytelling you can find in other steam rage games. Playing the later parts I see why it was done this way, and it was exciting, but this difficulty curve lacks the lower 60%! Lots of opportunity to expand this into a fully fledged journey, without really needing more mechanics or content, but mostly worldbuilding (level design-wise).
Controls aren't precise enough (arrows turn you very fast), mouse control would have been great for more granularity. I don't think it should have a jump preview, but it would benefit from a "turn 180" button! Also subtle slowmo when at high speeds for reactive normalization. Zoom out is a must. I think the zoom level decision was made to stay pixel perfect? In the end it just makes it unfair as the level design requires you to see what's ahead.
Style is incredibly cute, I think some basic set dressing with the current assets on a more organic-feeling enviromental curve would have multiplied the overall quality!
I think a bit of thorough playtesting would have highlighted that the "pink head cannot be colliding in order to launch" rule doesn't add much and creates "you are screwed no matter what" situations, which is not something these kind of games do for good reason!
What I love about some rage games is that they feel like hiking on mountains: you get many variations of unified "problems", but with a small quantity of elements. This is more like climbing voronoi noise, which is ok too!
Give me a 2hr linear difficulty progression that has themes and rhythm changes, and I will buy it for 10 bucks! You clearly can make things feel top notch, it just needs that extra push in the big picture design area imo.
Cool Concept, but please add an aiming trail or something along those lines. It's too unpredictable! Also, it's impossible to know what is ahead of you, which makes aiming even more difficult when you don't know where you will end up. Also, I think the player should attach to green blobs, regardless of the head that touches them. It's already difficult enough, so little details like this could definitely improve the experience. By the way, maybe add a power indicator and make the charging slower, as I feel I'm either going to overshoot, or undershoot my jump. Now if you're instead aiming for 100% maximum rage no modifications are needed.
Thank you so much for playing and leaving feedback! I was planning to add a camera zoom option. And power indicator and aiming trail are great ideas as accessibility options.
← Return to game
Comments
Log in with itch.io to leave a comment.
Great! I'll write quite a bit as I had lots of thoughts and this has a really good foundation/potential.
Mechanics and feel is wonderful, very impressive and inventive! Level design feels quite scattered and random, which kind of makes this feel like a "flash" kind of game instead of the physical storytelling you can find in other steam rage games. Playing the later parts I see why it was done this way, and it was exciting, but this difficulty curve lacks the lower 60%! Lots of opportunity to expand this into a fully fledged journey, without really needing more mechanics or content, but mostly worldbuilding (level design-wise).
Controls aren't precise enough (arrows turn you very fast), mouse control would have been great for more granularity. I don't think it should have a jump preview, but it would benefit from a "turn 180" button! Also subtle slowmo when at high speeds for reactive normalization. Zoom out is a must. I think the zoom level decision was made to stay pixel perfect? In the end it just makes it unfair as the level design requires you to see what's ahead.
Style is incredibly cute, I think some basic set dressing with the current assets on a more organic-feeling enviromental curve would have multiplied the overall quality!
...
I think a bit of thorough playtesting would have highlighted that the "pink head cannot be colliding in order to launch" rule doesn't add much and creates "you are screwed no matter what" situations, which is not something these kind of games do for good reason!
What I love about some rage games is that they feel like hiking on mountains: you get many variations of unified "problems", but with a small quantity of elements. This is more like climbing voronoi noise, which is ok too!
Give me a 2hr linear difficulty progression that has themes and rhythm changes, and I will buy it for 10 bucks! You clearly can make things feel top notch, it just needs that extra push in the big picture design area imo.
Overall, very sweet! Great potential
thank you for playing and for the feedback!! <3 love your games btw
<3 yw
Brilliant!
Looks good
thanks!
Cool Concept, but please add an aiming trail or something along those lines. It's too unpredictable! Also, it's impossible to know what is ahead of you, which makes aiming even more difficult when you don't know where you will end up. Also, I think the player should attach to green blobs, regardless of the head that touches them. It's already difficult enough, so little details like this could definitely improve the experience. By the way, maybe add a power indicator and make the charging slower, as I feel I'm either going to overshoot, or undershoot my jump. Now if you're instead aiming for 100% maximum rage no modifications are needed.
Thank you so much for playing and leaving feedback! I was planning to add a camera zoom option. And power indicator and aiming trail are great ideas as accessibility options.
I bought your game and I hate it, thanks for making it.
thank you for playing! :D
bruh
LOL
ok?
After watching the trailer, this gives me some getting over it vibe but more forgiving.