I played the game on my laptop.
- Nice 2D art style: colors, simple colors, simple objects (a bit reminds me of Pikuniku and Baba Is You).
- Nice music, it seemed to loop fine for me.
- Really good for one of the first games.
- Really nice puzzle levels in there.
What I would improve:
- I liked to use left + right for movement and space for jump, the E key and clicking were both a bit unhandy.
- Add more checkpoints and put it where ever players have to show their skill. (Especially for small games)
- On itch’s game page there is the option for a fullscreen toggle, it will appear in the bottom right of the game.
- Clicking back on the screen for refocusing the game also is bound to the function of switching color, thus has unwanted side effect.
- Maybe pause the game or the game music if game is not focused. I know there is an option in the settings. Didn’t work for me or it wasn’t on by default.
- Introduce your mechanics slower.
- Make spikes sprite more visible – and looking more dangerous – when they are dangerous. They look harmless at the moment. And it is hard to distinguish which version they are in, deadly or harmless.
- The bounce interval of the pads was very frequent and made it hard not to be catapulted into the ceiling, then killed right before the level’s flag.
- Shrink the dangerous zones – video game trick to make the players feel better.
- Grow the good zones – video game trick to make the player feel better. This also means to allow the player to stand next to a platform.
- The level numbers are scattered throughout the level. Really nice art style, but doesn’t help the player to know which level he is in currently. So not every player can know where he’s at at each moment.
Here would be a nice spot for a checkpoint, since I already made it past the first section and the second section is unknown to me now, I will probably die and have to try again, thus have to redo the second section.
Generally it is nice to have a few levels per mechanic to let the newly learned sink in.
In this screen I learn about 6 mechanics at once:
- I can switch colors.
- Switching colors to a field I am on kills me.
- Thorns get active when underlined (when color is active).
- Yellow pads bounce.
These could be all introduced in different levels. And maybe afterwards be re-iterated upon, so they can really sink into my slow brain. Brains are slow and try to save energy. Level two is convoluted, especially the bottom left corner had more things that it needs. And the thorns there seem just a bit mean, regarding that they reset you to the beginning.
Especially for little games I think it is nice if they are not too hard and very easy on the brain.
This here (image below) becomes a very hard timing issue, especially when not used to the bounciness of the pads yet. I would just put the spikes into blue or red and allow the player to get past them for free when switching to the right color.
In level 3 I would put a checkpoint here (see below).
Or maybe remove some of the spikes that follow.
Would be nice to have the player’s sprite have a permanent cross on it to mark that it is in the state of not being able to swap colors. Then I would also know that these blue and red color switchers do not remove me from that state.
And again multiple mechanics get introduced in level 4.
- Non switching state
- Color enforcing tiles.
I know they play together in this level. But it would be possible to introduce them in separate levels at first.
The spikes (image below) are also mean. Make me redo stuff, if I suck at the game.
After a few levels, when I am more used to how to play I am more willing to redo longer sections, but at first I want to rewarded for trying and not punished.
Checkpoint would be nice here (see below) in level 4. Made me stop playing for now, because it reset me a lot.
To summarize, the mechanics overall are cool and there is a lot which can be useful. But I feel there is a bit of a lack on the story telling and easy introduction side of things. Of course there is not really an actual story being told by a puzzle game, but imagine if it was. Everything unnecessary which is not part of the main level’s theme or idea should be removed. Just like with good poetry a good level is about removing the unnecessary. That’s what needs to be refined a bit, but it can be achieved by spreading out the mechanics introduced per level into several levels and introducing each mechanic in isolation first and then following up with more complex levels which combine several mechanics.
I would love to pickup your game again after a few iterations. Overall a very good game for such an early game with the Godot engine.