>>538164947
>Right away my first thought is "why is it called Director's Cut, was there another version previously?"
Yes, there is! It was my very first game project, simply titled ROLLING BALL GAME. Well basically it was more of a learning project tech demo kinda thing than an actual polished game. RBGDX was conceptualized as some sort of remaster/improved version. The thought process being, what would I do with it now that I'm better at making games? And also add some things I originally intended but wasn't skilled enough to make before. Well eventually, it turned into its own thing and now it's a completely different game, I just decided to keep the title as an homage.
>Two things I dislike: the grey colored backgrounds and the button hovering sound.
The menu buttons are something I intend to change, just haven't gotten around to it.
>Too many levels and worlds are accessible right away, you should limit them and guide the player.
That's just for demo/testing purposes.
>there is however no indication of the controls anywhere
Right now they're listed on the main itch page, but I do intend to include the controls somewhere in the game, probably the extras menu.
>I don't know how hard it's meant to be or if it's meant to be played slowly
It's supposed to be hard in the later parts but I keep having to make new level 1s to make the beginning easier. Starting slow is fine, going fast through a level is supposed to be for when you're good at the game/know what your doing. The puzzle is the movement itself, the player has to figure out efficient ways to gain speed on their own.
>Enemies seem rather hard to kick out of the platforms
The way it works is that if you hit them at higher speeds, you knock them back further, be sure to use your special moves to help.
>Overall, a nice little SMB-like with a style reminiscent of old SEGA games but it needs the edges trimmed, it needs to flow better to not be so annoying.
Thanks for playing and your feedback is very insightful.