So, I really enjoyed the concept behind this, but the execution ended up being a little frustrating. I think it is solely because of the draw distance of many of the platforms. The core mechanics work pretty well most of the time and adding the fluid movement and air control makes for a pretty solid platformer. However, when it comes to the flow of the game and the movement through it, it all ends up being very stop and start. There were a lot of times I felt as if I was relying entirely on leaps of faith in order to just figure out where I was supposed to be going. This led to a gameplay flow leaning heavily on the side of trial and error rather than a smooth flow of forward momentum. And most of that felt as if it were because of the rather short distance you need to be from a platform for it to come into view. Many times I even missed turns completely because I didn't know to look at a 90 degrees from my current path. I was in love with the somewhat mixed real and abstract art style and thought the music made for a very relaxing atmosphere, but it ended up conflicting with the frustrations I was feeling in the core gameplay. Increasing the draw distance alone may be enough of a fix, in my opinion, but I still think it's pretty damn cool overall! Especially the rift itself!
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By the end I was squinting at the screen. Major agility course. Good game! Not my usual style.
TOUGH SPACEBAR
Thanks so much to the developers for allowing me to play this game. It was tough as nails at points, but well worth the challenge!So, I really enjoyed the concept behind this, but the execution ended up being a little frustrating. I think it is solely because of the draw distance of many of the platforms. The core mechanics work pretty well most of the time and adding the fluid movement and air control makes for a pretty solid platformer. However, when it comes to the flow of the game and the movement through it, it all ends up being very stop and start. There were a lot of times I felt as if I was relying entirely on leaps of faith in order to just figure out where I was supposed to be going. This led to a gameplay flow leaning heavily on the side of trial and error rather than a smooth flow of forward momentum. And most of that felt as if it were because of the rather short distance you need to be from a platform for it to come into view. Many times I even missed turns completely because I didn't know to look at a 90 degrees from my current path. I was in love with the somewhat mixed real and abstract art style and thought the music made for a very relaxing atmosphere, but it ended up conflicting with the frustrations I was feeling in the core gameplay. Increasing the draw distance alone may be enough of a fix, in my opinion, but I still think it's pretty damn cool overall! Especially the rift itself!