I saw you added some new stages and had to check them out — the difficulty curve is really starting to shine. Each level feels a bit trickier than the last, which is awesome to see.
One thing I noticed: aside from the holes you can fall into, there aren’t many environmental obstacles or enemies getting in the player’s way yet. I’m curious how introducing those could add some extra variety to the levels! Maybe spike traps, temporary platforms that vanish and reappear, or even single-use crumbling tiles could be fun additions.
Of course, since these are the first six levels, it makes sense that the challenge isn’t too wild yet — I’m just excited to imagine how the later ones might evolve!
Can’t wait to see where you take Cupling next. Loving the progress so far! 💪🎮
Helloo! Thank you so much for coming back It's very nice to see you again:D hearing that the difficulty curve feels right seriously makes my day! Thanks a ton for the detailed feedback and the obstacles ideas too. I've actually been planning to experiment with spike traps and vanishing platforms in future levels, your suggestions line up perfectly! I appreciate you sticking with Cupling and taking the time to share your thoughts, it really shape where the game goes next:)
Cupling is such a fun and creative concept for a game—I really love what I’ve seen so far! It actually reminds me a bit of Bean’s Quest and Bean Dreams, those minimalist platformers on mobile, which is a great vibe to channel.
One small thing I noticed (playing on mobile, so I’m not sure if it’s the same on desktop) is that some of the parallax background elements dip below the floor in the first stage. The water foreground in particular feels a little lower here than it does in later levels, where it obscures the stage more consistently or where the floor extends down further to cover it.
That said, the potential here is huge—I’m really excited to see where you take this project!
Thank you so much for trying it out and I'm so happy to hear your feedback! It matters a lot for this game development progress, if I may ask for detail about the parallax background elements dip below the floor, may I have a screenshot? Again, thanks for your feedback! Hope you have a good day:D
Absolutely! See this attached image. Below the main stage ground, you can see where the background hills poke down below the stage floor. The foreground water element (with the thick white line) isn’t covering them. Not sure if that was intentional! I know that the vibe is floating islands.
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Hi again! 😄 I came back for more!
I saw you added some new stages and had to check them out — the difficulty curve is really starting to shine. Each level feels a bit trickier than the last, which is awesome to see.
One thing I noticed: aside from the holes you can fall into, there aren’t many environmental obstacles or enemies getting in the player’s way yet. I’m curious how introducing those could add some extra variety to the levels! Maybe spike traps, temporary platforms that vanish and reappear, or even single-use crumbling tiles could be fun additions.
Of course, since these are the first six levels, it makes sense that the challenge isn’t too wild yet — I’m just excited to imagine how the later ones might evolve!
Can’t wait to see where you take Cupling next. Loving the progress so far! 💪🎮
Helloo! Thank you so much for coming back It's very nice to see you again:D hearing that the difficulty curve feels right seriously makes my day! Thanks a ton for the detailed feedback and the obstacles ideas too. I've actually been planning to experiment with spike traps and vanishing platforms in future levels, your suggestions line up perfectly! I appreciate you sticking with Cupling and taking the time to share your thoughts, it really shape where the game goes next:)
That is awesome to hear! I will definitely be checking back to see how it evolves, and I am always happy to offer up some ideas or suggestions!
Cupling is such a fun and creative concept for a game—I really love what I’ve seen so far! It actually reminds me a bit of Bean’s Quest and Bean Dreams, those minimalist platformers on mobile, which is a great vibe to channel.
One small thing I noticed (playing on mobile, so I’m not sure if it’s the same on desktop) is that some of the parallax background elements dip below the floor in the first stage. The water foreground in particular feels a little lower here than it does in later levels, where it obscures the stage more consistently or where the floor extends down further to cover it.
That said, the potential here is huge—I’m really excited to see where you take this project!
Thank you so much for trying it out and I'm so happy to hear your feedback! It matters a lot for this game development progress, if I may ask for detail about the parallax background elements dip below the floor, may I have a screenshot? Again, thanks for your feedback! Hope you have a good day:D
Absolutely! See this attached image. Below the main stage ground, you can see where the background hills poke down below the stage floor. The foreground water element (with the thick white line) isn’t covering them. Not sure if that was intentional! I know that the vibe is floating islands.
Also just confirmed that this only seems to happen on mobile!
Thank you so much for contributing and helping the development of this game by reporting this bug, I appreciate it a lot ;D