High Points:
+Controls work properly, and more often than not you have the tools to save your bacon in a pinch~
+Very Sonic the Fighters, in art style, which gives the game a 'Sega Saturn' type low-poly feel~ It's beautiful~
+It feels nice to explore the level aimlessly~ I mean, there is a task to do, but I spent a good amount of time just... wandering and vibin'~
Tripping Poins:
-It very quickly devolved into a 'Where the Heck Do I Go' type experience. Maybe I just get lost easily, but I found myself looping back to the same few areas over and over again: the waterfall, the central platforms with the 4 snakeys and the Ring Monitor, the start of the level. If the goal is to create open levels to explore, there might need to be a way to signal the Player where to go, such as a vague ping or radar or a scenery element that might tell you where the keys are. Full blunt: I gave up looking after twenty minutes and only finding ONE of the two keys, and by sheer happenstance!
-Some of the rocks around one of the waterfalls... don't function as solid terrain? Mind you, it was at the edge of the play area, but that by itself is deceptive.
Mixed Nuts:
=...why is Jump the top face button? It's kinda awkward to use it in tandem with the Dash, being the bottom button.
=At that, the lack of a Pause button, let alone a way to exit the game outside Alt-Tab, is jarring. Not unworkable, as you aren't timed that I can see and there are several safe spaces around, but it still presents a problem.
+Controls work properly, and more often than not you have the tools to save your bacon in a pinch~
+Very Sonic the Fighters, in art style, which gives the game a 'Sega Saturn' type low-poly feel~ It's beautiful~
+It feels nice to explore the level aimlessly~ I mean, there is a task to do, but I spent a good amount of time just... wandering and vibin'~
Tripping Poins:
-It very quickly devolved into a 'Where the Heck Do I Go' type experience. Maybe I just get lost easily, but I found myself looping back to the same few areas over and over again: the waterfall, the central platforms with the 4 snakeys and the Ring Monitor, the start of the level. If the goal is to create open levels to explore, there might need to be a way to signal the Player where to go, such as a vague ping or radar or a scenery element that might tell you where the keys are. Full blunt: I gave up looking after twenty minutes and only finding ONE of the two keys, and by sheer happenstance!
-Some of the rocks around one of the waterfalls... don't function as solid terrain? Mind you, it was at the edge of the play area, but that by itself is deceptive.
Mixed Nuts:
=...why is Jump the top face button? It's kinda awkward to use it in tandem with the Dash, being the bottom button.
=At that, the lack of a Pause button, let alone a way to exit the game outside Alt-Tab, is jarring. Not unworkable, as you aren't timed that I can see and there are several safe spaces around, but it still presents a problem.
got enough love to get her own fan game, bravo!