
Solid Pixel
@SolidPixelGD
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Chasing the spark that makes games unforgettable ⭐ Game design breakdowns/demo reviews 🎮 | Raw demo gameplay on YouTube 🔴| Clips, Notes & Insights | DMs open.
Joined July 2025
Finally… a rage platformer that’s fair (and still makes you want to throw your keyboard) Here is what stood out and what can be improved 👇🧵
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📨To the devs : Your game is a refreshing spin on the rage platformer genre, with clanky yet precise controls, a fair health system, and a distinctive low poly style. The timer, shortcuts, and rage quit button add great personality. Clarifying the health feedback and fixing
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Development Outlook 👀 The game already offers a refreshing alternative to mainstream rage platformers by combining fairness, accessibility, and a distinctive visual style. There are still some issues to resolve, such as characters getting stuck in certain places and a bug that
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Replayability 🔁 Replayability is fairly strong, particularly for speedrunners. A timer on screen encourages competitive mastery, while alternative paths and shortcuts add mystery and reward experimentation. These branching routes make first playthroughs more engaging and
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Fairness ⚖️ Unlike many games in this space, which lean heavily into punishing difficulty, this one takes a more approachable route. A health mechanic provides players with a safety net, allowing runs to reset from the last obstacle encountered. Health decreases when the
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Visual Identity 🎨 What immediately sets this title apart from genre staples like Only Up, Chained Together, and Getting Over It, is its crisp low poly aesthetic. The sharp edges and clean presentation give the climb a striking sense of clarity, while the art direction ensures
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Gameplay Loop 🧠 At its core, the loop is elegantly simple: you jump, climb, and attempt to advance, often stumbling and restarting. The experience is defined by clunky yet precise controls and physics that transform every small success into a moment of triumph. Failure is an
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Do you think VR game development is worth pursuing in 2025 and will it pay off in the future ❓ I would love to hear how you see VR’s future 👀
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This debate’s been around for a while… AI in game development 🤖🎮 Where do you stand ? Vote, then tell me why 👇
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GAME DESIGN LESSON 📝🎮 Did you know Metal Gear Solid 3 turns a loading screen into one of the most iconic moments in the series ? After a major boss fight, Snake begins climbing a massive ladder. For almost two minutes, nothing happens—just the sound of his hands and boots on
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Gamers 🫵 Which is your favorite souls-like, right now ? Explain why 👀
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GAME DESIGN LESSON 📝🎮 Did you know the best onboarding isn’t a pop-up box… it’s the environment teaching you through play? Super Mario Bros. (1985) did this brilliantly: The first Goomba is placed where almost every new player will run into it. That one mistake instantly
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💌To the devs : You’re onto a fantastic concept, and I can already see the potential for something really special here. I’d love to revisit the game in later stages of development to see how it evolves. Keep up the great work and continue building on the strong foundation you’ve
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Development Outlook 👀 As an explicitly early alpha, the project shows exciting promise. The concept of mixing capture-the-flag with hide-and-seek is strong, the art direction is charming, and the variety in characters already supports replayability. With refinements to weapon
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Level Design 🗺️ The visual presentation of the environments is striking and full of charm. However, the flow of matches highlights a pacing issue: most combat is funneled into the three capture points, leaving large stretches of the map underutilized. The wide, open spaces
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Character Design 🚹 The character lineup is already a clear strength. Each hero offers distinct playstyles and strategies, encouraging experimentation and team synergy. This variety ensures that players can express their preferred roles, whether through mobility, firepower, or
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Combat Feel ⚔️ At present, the biggest opportunity for growth lies in the weapon feedback. While the roster of weapons already provides variety, guns feel like they lack impact, and hit detection can feel inconsistent. This creates a slight disconnect between player action and
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Core Gameplay 🎮 The game delivers a cartoony, third-person, team-based shooter that blends the intensity of capture-the-flag with the playful tension of hide-and-seek. Its tone and pacing evoke the lighthearted but competitive spirit of Plants vs. Zombies: Garden Warfare.
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I played the Last Flag demo: nostalgic, fun, and full of potential. Here's what stood out the most to me and what can be improved 👇🧵
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What a great poll ! I’m surprised by how tied it was. Thank you all for voting and sharing your insights ❤️ This was not only helpful to me but also to the community! Y’all are amazing 🔥
📢 Unreal Engine enjoyers… Blueprints for fast iteration? C++ for raw power? Which building system do you prefer — and why? 👀👇
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