Solo developer looking for honest feedback on my 2D pixel platformer WIP!

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  • Hey!

    I'm making a precision 2D platformer inspired by classics like Super Meat Boy and Celeste, built around a bark mechanic that lets you interact with the environment and solve platforming challenges in different ways.

    I'm currently focusing on polishing the controls and game feel, so I'd really appreciate any feedback!

    You can try here: https://www.construct.net/en/free-online-games/homerun-playtest-demo-72809/play

  • Looks like it's coming along nicely since last time.

    It plays well on controller (better than keyboard imo) but I can't use the control stick. Also you should probably change the tutorial to show controller inputs if I'm using a controller.

    Not sure if there's much else to say for me, it plays well. I guess it would be kinda fitting if there was a little celebratory action with the hydrant (mark the territory you know) with a little jingle, but that's kinda polishing territory.

  • Thanks a lot! I'm really glad to hear it plays well.

    You're absolutely right about the controller support. Analog stick movement is on my to-do list, and I'll get it implemented as soon as I can.

    You also make a good point about the tutorial prompts. My plan is actually to replace the text prompts with proper keyboard/controller icons, so they'll automatically match the player's current input device.

    I've actually been thinking about adding a short peeing animation (with a little jingle) when Agro reaches the fire hydrant at the end of each level. I think it would fit his personality nicely and make finishing a level feel a bit more rewarding.

    Thanks again for taking the time to play and leave feedback, I really appreciate it!

  • Hi, just tried it.

    The character has nice pixel art and fluid animation. The gameplay is smooth and pleasant. The movement seems pixel perfect and the momentum is well executed. It's directly comprehensive and playable. The level design is precise and not frustrating. Nothing to say more, it's good !

    I'm not really a fan of these types of games, but when it's fluid, it's cool to play.

    - I would like to see it more bloody and death animation.

    - The dog could be barking and play special waiting animation when player takes too long.

    - Maybe add a bit of randomness in some levels, or some level elements. Some platform could have little erratic changes in their pattern, not enough to break parkour path but to make it more dangerous.

    Have a good time developping your game !

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  • Thank you so much for taking the time to play the game and for sharing such thoughtful feedback! I'm really glad you enjoyed the movement, animations, and level design.

    About the death animation, I'm actually going in the opposite direction on purpose. I've been trying to avoid gore entirely. I want to keep the tone lighthearted, so I'm aiming for something that feels more playful than graphic.

    I also completely agree about the idle behavior. I already have plans to add extra idle animations, such as the dog sitting down, sniffing around, and other little behaviors if the player stays inactive for too long. I'll definitely add those as soon as I get the chance.

    I also appreciate the suggestion about adding a bit more randomness to some level elements. I'll experiment with that and see if I can make certain sections feel more dynamic without compromising the flow.

    Thanks again for the great feedback. I hope you'll come back and try the future updates!

  • You're welcome !

    I guess that in this type of game you're developing it's important to have a perfect level design, with every level as unique as possible to avoid boredom. Through the level the progression is linear as a path is intented to be played from start to finish.

    But as I do really like randomness, I assume it would be cool for the player to jump on an unusual platform whose behavior change with the previously encountered things. So the player would think "ok, this one is tricky, I can follow a planned route almost all the level and once there, it's skill and luck".

    It's personnal taste, but this triggers challenge and will to go further.

    Edit : or, is some levels, you could have another possible less obvious and more difficult, for a part of the parkour. And even a temporary path that would be accessible only with right timing.

    The thing I think works best :

    Simple and reliable gameplay mechanics => many possibilities for the player

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