Hello, I’m kwrsin. I’ve made a game, so please give it a try!
MUSCLE REVENGER is an action-packed escape and revenge game where you play as Match, a justice-driven professional wrestler who has been falsely accused of a crime.
Set in a heavily guarded prison, you must fight your way through relentless guards, evade their pursuit, and use a variety of items to clear each stage. Your objective is to collect keys within the time limit, reach the exit, exact your revenge, and break out of prison.
Use skillful controls, precise timing, and smart strategy to overcome deadly traps and powerful boss enemies.
Will you be able to escape, reclaim your identity, and bring justice to those who betrayed you?
I guess what I’m asking is what are they supposed to be? Are they the walls? The way the level is laid out is a little confusing. I can’t tell what’s what at a glance. You use that light blue texture as a level boundary so it looks like an impassible wall.
In the first couple levels (I couldn’t progress further), it seems like the game requires very precise movement. There’s maybe a two or three pixel gap where you can squeeze through these areas. I think you should help the player a little bit with the graphics to make it more clear where you can go.
In the second level, it’s almost impossible to squeeze through the very narrow gaps to get around the bombs on the floor. There’s also a bomb behind the light blue walls that you can’t even see, which is a little unfair. Unless this is a rage game, I think giving the player a little more wiggle room to navigate would help boost the fun factor.
If you want the game to be this unforgiving, I would at least give unlimited retries. Sending back to this first level over and over is punishing.
Oh another thing I noticed is there seems to be friction that occurs if I hold up or down while I’m holding left or right. Is that intentional? It makes the character movement feel stiff.
I agree that the lack of visibility is an issue that needs to be addressed in future updates. Regarding the difficulty, it is intentionally set high, even considering the current controls. As for retries, instead of a continue system, we provide 1-up items for the more challenging levels.
I will keep your feedback in mind for future development.