Response to some feedback


Preface: In an effort to remain transparent in the development of this game, I will respond to feedback provided by players in devlogs tagged with the Game Design post type.


One member of a community I linked this game in said the following:

  • Felt a bit like Portal, with regards to the "tutorial" side of it.  Didn't realise I had double jump until there was the slightly larger gap and I instinctively pressed space to double jump
  • I got to the double wheel bit, where the wheels are moving the platforms towards the player. Couldn't really get past it. I also tried running along the wheel itself to get past
  • Would be nice to strafe through the air using A and D like in source engine games
  • Do you have a plan for the general progression of the levels in the game? Or are you just trying things out for now?

To respond to these,

  • I'm glad you picked up on the tutorial part of the game - i tried making it so that the player intuitively realizes that there's a double jump at the mountain part (can't single jump over one of the ledges). Means I done something right.
  • Yeah I was thinking that part makes it very challenging. Originally there was slightly more of the wheels before you got to that part, so i may need to rethink it.
  • I originally had it set up such that A/D move left/right instead of turning in the air and used the player's movement up but I changed it because of player feedback. I suppose I could add it back in and bind it to Q/E to still allow this kind of movement. I'll add it to my to-do list.
  • I'm still generally trying things out - though my current plan for the "end-game" would be that the player reaches the peak of the mountain that you're in, while exploring the history of the mountain and realising why it's significant in a hollow knight or darksouls-esque fashion (emergent story telling, not explicit)


To further elaborate on the spinning wheels section of the game - I am considering revamping the blue path to make it less frustrating and to recreate it using the skills I learned while creating both current available paths. This game contains my first attempts at environment design and as such things are expected to be redone and iterated upon throughout development.

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