I'd give the game a better score, but your "lose to the boss" has a major flaw; I had to lose to him nearly 8 to 10 times (or more. I lost count) in order to move on. Is that normal? Even if it is, that's just annoying. Also, I had to start from level 1 in order to reach him again. After the fourth or fifth time, it began letting me start at level 2 and 3 and kept moving up from there, but I finally managed to reach the sixth level.
What problems did I find with this?
- Well, I'm sorry to say, but it was a bit boring. And before you say it gets better later, that's no excuse. I'm not the only person who has stated this so the fact stands that the game is boring early on. There are thousands of games out there so you shouldn't expect a player to hang around with a game, hoping for it to get better. It is your job to hook them in and be grateful that they took the time to try your game. If you want to solve this problem, move the interesting stuff up, so that it occurs earlier.
- There was no real challenging platforming necessary since you give the player an extremely powerful jump to where they can reach places that allow them to skip parts of the level. There's also no real drive to get all the objects (except out of curiosity, but even this got old after a few levels as they are shown to do nothing for the player. No unlockable content or levels or abilities).
- It was kind of cool that in order to get them all, you had to go off the screen to get to places and use clever jumps to reach portals, but the teleportation into the confined tunnel spaces is just mundane as it is literally "get from point A to point B" and the controls are way too touchy and slide too much for a game that places you in a confined space with spikes that you have to double jump to get over because the ceiling is so low (as well as the fact that in such a space, a jump can basically launch you into spikes, forcing you to sometimes hit your head on the ceiling to get around objects. Basically, you gave the player too much power in a world where it does not match the difficulty or space required to truly enjoy it.
- the spikes and falling blocks are also cheap deaths as they blend into the environment too much. You have the normal speed of the character moving very fast, making players inclined to try and blaze through the levels, where this will just lead to death since you probably can't see the subtle details that give away the traps while you are moving (unless you already know where they are).
- the level design looks so similar everywhere that when I come out of a portal, I don't know if I'm near a familiar part of the level (the only things that give it off are the rings.
- Some of your tunnels go pretty close to the bottom of the screen, which wouldn't be too bad if touching it didn't kill you. You're tunnels are already confined so why not give the player a little leeway and only have the death occur if they are completely off screen?
- Losing a ring and having it placed where you were last killed forces the player to backtrack, which is a bane to many players. You could think of it as a punishment for dying, but isn't having to start back from the beginning of the level and go all the way back to the new locations that you were near before punishment enough than making the player lose one of their rings. There's also major problem with this since if you fall off a ledge into an abyss, the ring will sometimes appear in places that will be unreachable without killing yourself in the process, making completing the level with all rings impossible.
- What do the apples really do for the player during the first few levels other than the boss battle? I know you use them later with the fish (which is pretty cool), but other than that, do they have another function?
- Maybe this isn't the case for everyone, but the sound doesn't work for me (I'm playing on Safari. Can that have something to do with it)?
- You can't tell where a fall will lead because you can't move the camera to see it so you have to take a leap, which usually results in death, either by falling into an abyss or onto a spike.
- the signs you put up are very vague. when I saw it on the water level, I thought it might be for the water as you had no picture indicating what the danger was (before that levels, I didn't see any reason to have them since the only dangers were falling blocks, spikes, and the abyss, which all could have had signs in the first few levels).
- What's the story of the game? Why is the player moving from portal to portal. Why should we collect rings?
- In level 18, the number for the counter for the rings disappeared, leaving just a ring up in the corner.
- Some of the traps in the game seems almost unavoidable.
I want to say I like the underwater level portions because they fix the speed problem and force you to think out your next move carefully when faced with traps. The only thing it doesn't fix is the jump speed.
My suggestions:
- someone suggested a checkpoint system in one of the other comments
- Hide a few rings in the level while other you have to get through missions that the player needs to figure out like "kill all the fish" and after doing so, the ring will appear on the pedestal. This will force the player to experiment with the environment and explore the world you created.
- Create more diverse level objects.
- Reduced the speed of the character, but add a run button that makes the player move faster when the player chooses.
- Make traps move noticeable, especially the spikes.
- Fix the problems I mentioned.
I wish you good luck on your game's release on Steam.