I think the idea of hiding obstacles among otherwise helpful items is a good concept for a game, but it might've been more effective if the spawn points were spread out and the items' differences were more subtle. Maybe even more fun is the idea that the fate of the entire universe would be contingent on something as mundane as the quality of Jim's bananas, the basic concept might be amusing enough to work in something a little more fleshed out. I don't want to harp on for too long, considering you've been having a rough go of it recently, but suffice it to say that I think you found a certain kind of energy here that you could tap into in the future.
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I think the idea of hiding obstacles among otherwise helpful items is a good concept for a game, but it might've been more effective if the spawn points were spread out and the items' differences were more subtle. Maybe even more fun is the idea that the fate of the entire universe would be contingent on something as mundane as the quality of Jim's bananas, the basic concept might be amusing enough to work in something a little more fleshed out. I don't want to harp on for too long, considering you've been having a rough go of it recently, but suffice it to say that I think you found a certain kind of energy here that you could tap into in the future.