Holy crap this game is amazing. This is art. It might be a better game than kirby tilt n tumble.
Box art quote right there. Now to make some box art.
The only thing that weirded me out when playing was that the level select stuff didnt look like a level select until after I beat the first couple and went back and realized how it worked.
Minor detail, but I would love to see the main menu's navigable via primary controls (WSAD)
Once I finish the indiecade ios build, I'm going to work on making the menus make more...sense when playing on PC. This should include controller input as well.
I didn't immediately understand how star's are rewarded at the end of levels (I slowed down did some reading)
I may need to look at changing this, so people are less confused by it.
I noticed when I die I have to hit spacebar twice to restart, one of the screens indicated the game to restart, and the other indicated to begin. Are both screens really needed here?
Unfortunately it kind of is, for a couple reasons. Some of the levels start off needing some very quick reflexes, so the two screens give good preparation time. Also there was an odd bug if I just had the one screen, where quick button presses would tweak out the transition.
Area 1-2, level 7, I had a offscreen death and that felt unfair (going from the right screen,to the left and hitting a spike before the camera panned).
It sounds odd, but that's kind of what I was going for. I was aiming for this level to teach the player to be aware of whats coming up, so I can introduce similar puzzles later, albeit harder and requiring better timing.
The controls are tight, and physics is very consistent!
You have no idea how much I loved hearing this. I have spent WAY too much time tweaking that. Seriously, I know I shouldn't stress out about things like that but it really did sometimes.
This is awesome, you guys are awesome. Everything is awesome! Thanks for the comments + crits! I appreciate it!
Edit: Hey look, over 5000 views ^
yaaaaaaay