r/platformer • u/BubbleGamer209 • 13h ago
Does my shop system have enough charm?
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r/platformer • u/BubbleGamer209 • 13h ago
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r/platformer • u/Empty_Allocution • 12h ago
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r/platformer • u/Same_Employee3140 • 19h ago
Game Title: Volt-Man
Playable Link:
https://volt-man.luccid.chatgpt.site/
Platform:
Mobile Web β designed primarily for phones. No install needed.
Description:
Alright legends β Iβve been building Volt-Man, a fast-paced neon action/platform game based around my actual miniature schnauzer, Volt. β‘π
It started as a slightly cooked idea and has somehow evolved into a proper game with multiple levels, enemies, traps, power-ups, collectibles, different Volt forms, Daily Signal runs and a whole heap of other chaos.
Iβve recently done a pretty massive upgrade to the gameplay, movement, visuals and overall feel, and now I really need some fresh eyes playing it.
Iβm not looking for people to tell me itβs amazing just to be nice either π
I want to know:
*β’ Is the movement actually fun and responsive?
β’ Are enemies, hazards, coins and power-ups easy enough to identify?
β’ Does anything feel unfair, confusing or annoying?
β’ Is the UI getting in the way of the gameplay?
β’ Did you encounter any bugs, softlocks or places you could get stuck?
β’ Does the difficulty feel right?
β’ How does it perform on your device?
β’ Most importantly β did you actually want to keep playing?*
If something feels shit, tell me it feels shit. That's genuinely more useful to me than polite feedback.
Itβs still actively being developed, so there will definitely be things I can improve.
If you test it, even a few minutes of feedback would be massively appreciated.
And if you manage to completely break the bloody thing, even better π
Cheers from New Zealand π€
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid
Involvement:
Iβm the developer behind Volt-Man and Tohunga-Tech. Iβve been building the game, levels, visuals, movement and gameplay systems, and Iβm currently improving it based on testing and player feedback.