hi. welcome to my ted talk. the game is shit. thanks for coming to my ted talk. jokes aside here are some points
we need a tutorial. i thought movement was broken, in fact, i just forgot to switch to 3d. you can blame that on me, it wasnt obvious for me though and i would add some tutorial visuals for the tutorial levels
i had an issue where i couldnt get through the door just because the tooltip was wrong. it was meant to be r. due to documentation reasons here is video doc of what happened
this part may be a skill issue and just me complaining but in my opinion the spike collisions are too big (imo it probably is a skill issue but idk). the collision applies even on the non spiky part of the spike model which makes it (imo) very tight jumps. i would get inspired from the geometry dash spike hitbox
jokes aside imo make the hitbox just a little smaller to make it less precision platforming and more puzzle (well unless you want it to be puzzle and not precision platforming)
in the level called Vikings (and the level after), there's a feature for switching worlds. this feature was so obviously stolen from my game Quanta. i demand atleast 1k euros per download if you keep this feature (jk keep it im ok with it :) )
for documentation reasons im putting my questionare answers here alongside some notes to some
Answer: ján pšenák
Answer: yeah, it was fun
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a: high
b: medium
c: low
Answer: i'd design it a little lighter, felt too dark for me
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here i would want to say smth about it. imo it was good. the only bad thing was the fact that it was underused imo
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here i have a couple things to say first of all you asked a yes no question, we got a range to answer on, not yes no, the correct would be "On a scale of 1-5 how fun was the main mechanic" the second thing i will note is it not being gramatically correct. the question should be "Was the main mechanic fun?" in case youd make it a yes/no question
Answer: i wouldnt improve it, i would only use it more
YOU DID THE SAME FUCKING GRAMATICAL ERROR AGAIN. I REPEAT. AGAIN. 2X IN A ROW.
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i said my thoughts on the world switching, and before youre like "b-but it was fitting" i forgive you, i stole hemimeme. for the slow-mo, i havent used it once
Answer: C: Only when necessary
i only used the world switching and prove me wrong if im wrong but imo the entire second "world" is unpassable without world switching
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its movement, you cant go wrong with it well it felt a bit weird in some cases but that was probably just me sucking at the game and the spike collisions also the jump was weird, idk why, it was just weird
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idk it was good
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idk, it was challenging but the point of obstacles is to be challenging so ig 5
Answer: nope
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idk its obstacles you cant go very wrong there
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as you will be able to see in my gameplay footage at the bottom, some levels were so confusing i just skipped them. the level design felt very unbalanced.
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erm achually its not ui experience its called ux in ui aka user experience in ui, you must use the entire name, theres nothing such as ui experience the ui was good tho
Answer: idk it was good
wise words from a web ui/ux designer here ik
Answer: C: something else
imo its good in levels such as a level platformer but imo as genre itd be better named as a puzzle platformer
Answer: the tooltip for how to interact shows e instead of r
you can see im getting tired of writing the whole questions here yeah thats the only bug i found
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Answer: no
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again, you asked a yes or no question on a range. please šimon make your questions correctly. please. (jk)
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idk it was fun
Answer: idk what to say here nothing ig
idk it was fun
thanks for coming to my tedtalk
anyways heres the gameplay