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+ surprisingly, there's no "audio/music" as favourite aspect. i liked the music, fits very well with the theme;
- graphics are indeed too small, it's very difficult to tell what is what; i bumped into traps and died because i had no idea what those were. with bigger graphics you'd have the option to tell the player better what is a trap (since you can't colour code items due to the theme);
- during intro, you should display (space to skip) or accept any input, key or mouse, to skip (it's not obvious unless you're a game fanatic)
- accept arrow keys for controls as well, or add an option to redefine controls
- i don't particularly like that i have to mash the direction keys to move, perhaps experiment with "move while direction key is pressed" as well;
- difficulty is unforgiving; consider adding difficulty levels: a normal mode where you have infinite lives, a hard mode (the existing one) and a hardcore mode (where you lose the game after the first death);
- you should add text for help as well (e.g. use direction keys to move, use space to do stuff, etc);
- the "stick to the walls" bug is very annoying :)
i would assume canabalt was your inspiration for this? :) in this regard, the controls and mechanics are fairly good. i'm not sure about the wall climbing mechanics though, i think they slow down the game. also, it's not immediately obvious that you can't double jump unless you have the power up, so i would suggest to add a glow to the character when he can double jump.
the character stance is very weird, he runs like he has back problems, it's kind of off putting for such a game :)
the graphics are rather raw, i think you need some art direction in this.
i'm not very fond of the ninja theme either. perhaps something like an android escaping a testing facility, like in "I, Robot", maybe using the "space robot kyle" free asset from the unity store as a starting point would work better overall.
thank you for the review!
the control scheme is in this way because of the game also runs on mobile browsers and when the drop zone is near the edges, it's awkward to have it the other way around. but it may be possible to add an option to have "reverse" controls or something.
level unfairness is kind of on purpose, but perhaps i should move these levels where you have to bounce off circles toward the end.
i liked the concept of it and the graphics are stylish.
it feels like the avatar has too much inertia and it's very difficult to approach the ball on the trajectory you'd like. also, the interaction between ball and avatar seems not predictable. frankly, all goals i scored were by weird bounces...it feels like by lucky mistakes :D
thank you for playing and for taking the time to review it!
indeed, you make a valid point with showing previous trajectory or target. i do plan some improvements and extra levels for it later on this year (if it somehow gathers more traction), i'll make sure to include such feature in the next release.
thank you for your review!
you may play it in any mobile browser as the controls will adapt depending on the platform. on android (at least any recent ones), the game will be put in full-screen automatically, but if it doesn't, there's a small full-screen button under the game. have fun! ;)
it took me half minute to get a hang of the controls. after the 3rd try, finished the game.
the level design feels very random at the moment. various obstacle mechanics, to challenge the player, would really help.
consider switching to portrait mode, i think, since it's a "climber" type of game, it would help the player see more of the playing field.
if you get some nice graphics, work on the level design and polish the hell out of it, it would be a quite a good hyper-casual game.
liked the graphics, they give a very clean look. overall, the game looked polished, with all the cinematics, voice-overs, etc.
not a big fan of the control scheme, something seems off. also, on windows and chrome, pressing control key (crouch) will interfere with the browser function. it would be nice to fire while in the air or while crouching, too.
i made it to the fight with the first big yellow robot, and abandoned there. i just jumped, in place, and shot, didn't seem to be enough tactics involved.
it kind of reminded me of Another World, but unfortunately, i'm not in the crowd of platform game players :)
hey! thank you for playing!
to exit the game, bring up the pause menu; inside the pause menu, opposite the "x", it's the "exit game" button.
orange boxes: i've toyed with different mechanics for them; i've settled for this one where you have to memorise its pattern, but perhaps i should fade it in slowly, to leave the player room to escape.