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liked

amazing character animations

good variety of challenges, having to use multiple abilities to overcome a challenge does feel fun when you get it

feeling of speed is great

suggestions

air control is rough

too unforgiving platforming

double jump ability isn't very good, doesn't jump high enough

def need some sfx and music

white seems pointless, ledgegrab jump should be part of green

maybe a slow motion for 1 second after you use an ability so you have more time to process and switch abilities

easy to get unstuck from wall and not be able to wall jump

should have easier challenges to start off, feels like it jumps right in too quickly

you dont get to enjoy feeling of speed much because most of the time you're struggling with using abilities correctly

05:23:838 - Multicolor, my first run.

I'm writing this just before replaying, but I felt the need to already write down my thoughts. This is a really neat little demo that shows a lot of potential. What immediately drew my eye was the visual simple design and colour scheme, which I really like. However, what made it stick with me for now was the gameplay.
It allowed so many different possibilities and takes on every part. It felt a bit like a puzzle-game that meets speedrunning or something along those lines. It really showed depth and user agency, which are hard to show in a demo.
Of course, it's a demo so it's a little rough around the edges. There are no sounds (as far as I noticed? I'm playing the windows version), the base colour is slightly overpowered and the green one slightly underpowered it seemed (in my yet unknowing eyes, it felt) and there is no real tutorial (although button inputs are shown in key locations to show a way of getting passed certain areas).
However, once I got the hang of it none of these things stopped me from having a good experience, and I could definitely see how a non-demo version could be an appeal to many people, especially fans of games like Celeste and Super Meat Boy.

Greetz,
SuperSjoerdie