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A jam submission

Dearest ChildView game page

Cinematic horror-themed platformer demo playable inside your browser
Submitted by RedactedUser — 2 days, 5 hours before the deadline
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Dearest Child's itch.io page

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Comments

Submitted

I enjoyed playing it. Others have mentioned the basic platforming mechanics as a criticism, which I don't really mind as I am not big into platformers/skill based platformers myself, so it wasn't something that was bothering me. As for further development I would recommend having a more open non-linear level design with some backtracking to reach previously unreachable parts with found character uprages like double jump and the like, with the bonfires serving as checkpoints to respawn (my guess is this is what you are going for anyway)

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so I played it thinking it would be good but then it never gets good.

You don't understand horror at all which is the backbone of his garbage heap.

Second the music is very generic and not that good. It seems like you PAID MONEY FOR IT which is sad since you got ripped off majorly. It's just really basic loops you can make in seconds with biohazard fl studio plugin.

The art is from open game art I think and it looks bad.

It's a generic platformer with nothing to do.

The words are garbage written by a Russian child thinking it is in english. Next time make it text to speech and whispered.

Developer

Where is your game? 

Submitted (1 edit)


Visuals are really not that good. They are very basic, stuff you can make in less than 30 minutes basic. No sound at all and you used really shitty copy right free music and It was just a waste of my time.

>one noise for glass breaking

>garbage writing that was made by a child

>very basic platforming. It's another platformer without the things that make a platformer good like control and speed

>progression only happens with the keys and when you get a key it doesn't feel rewarding

Nothing really happens at all just to make the illusion of shit happening when nothing is happening.

Developer (1 edit)

Actually the visuals are shitty copyright free sprites, the music is all original.

Some constructive criticism:

The controls need to be tighter, they're frustrating. Please check #1 on https://twitter.com/MattThorson/status/1238338574220546049?s=19, it'll be a significant improvement. Turning left and right back and forth is an eyesore.

I can maybe understand why you want the camera zoom to change on room size, but the visuals need a rethink. When zoomed out I have to lean in to see my avatar in the torchlight. This isn't something that adds to the creepiness, it's just flat out annoying.

The music and sound was great though, some of the writing was good at adding to the suspense (like "Can you fly?" as I was falling) but there were enough lines that made me think it was written by a 14 year old.

I'd love to give this game another shot once it plays better, thanks for submitting it!

Developer

- The controls need to be tighter, they're frustrating. Please check #1

A common complaint, but I haven't been giving any concrete advice on how exactly they can be tweaked to feel better. Nothing in that Twitter thread looks hard to implement, I'll try to tighten the physics up for the final release.

- I can maybe understand why you want the camera zoom to change on room size

It's mostly due to the very limited number of art assets I have available and an inability to make more. The camera can be used to show the player things that I want to show them and a room can be made distinct simply by having it's own camera angle.

-  When zoomed out I have to lean in to see my avatar in the torchlight

There's a second brightness adjustment slider during the tutorial in one of the most zoomed out portions of the game, did you miss it or did it not make a difference for you? I don't really have an issue with contrast between the background and character but I think that might be down to having playtested the game enough to be familiar with the way it controls and where the player is relative to the torchlight to notice.

- The music and sound was great though

I'm pretty relieved to hear that, it's where the bulk of the effort went for the project. 

- there were enough lines that made me think it was written by a 14 year old

What in particular didn't sit right with you? Originally the game was going to have only two pieces of exposition (at the beginning and end of the game) and the writing on the walls was added later to serve as an unobtrusive way to communicate the correct path to go and give a sense of progression since the game has no inventory system or anything like that. All of it was written after levels were made and just built around individual scripted sequences rather than as a part of a cohesive whole so I guess it's not surprising if it comes off as cringe.


Thank you for the solid constructive criticism, especially the link to the Twitter thread on platformer feel.