If your Game has no Mouse Control for Gameplay, don't make the Menues Mouse Controlled.
Other then that, I don't get it. I'm assuming it's a Game where you're ment to solve Puzzles using two Characters with different characteristics, but I just walked to the end with both characters in each Level I played without any hurdle where I needed to switch between them, and there was no Reason to ever use Commands to order my Partner, I just switched between them whenever I passed an Area to redo it again with the other one.
Game mainly exists as an excuse for me to show off a variety of characters and ideas I had for a while.
Because there's also different kind of worlds to visit and even objects and stuff purely for the sake of the world.
(I even have videos of all levels just in case anyone wants to see that).
The option to switch between characters exists in case the commands would get difficult, which is also why the Companions don't have a lot going on on their own (E.g. they can't interact with NPC's).
Z making the kid jump is because I couldn't find a way to make their jump automatic that wouldn't feel weird.
I just didn't figure out key control on menus yet.
At least in some levels, the kid can matter, like having to go through crawl zones.
The red key is more to the left, after you get the yellow key and it's near a robo sheep.
If my art is getting better, it's because I got a bit more aware of making colors less "eye hurting" and tried making some faces less weird in some stuff.
But the lack of shading and weird resolution is still there.
I'm aware my game will always be unpopular, but I wanna make sure it's finished and that I get to make more games.
This is doing some interesting things, i cant comment on story since that isnt my thing but gameplay wise its a cool idea to have two controllable characters and doing various things. Lots of potentia (it takes two but single player). My main feedback at this point is that there's wwaaaaaaaaayy too much stuff being introduced too quickly, there's too many buttons, too many pictures and tutorials. I think in this case you're better off explaining in text what stuff means than icons and stretch it all out. Make smaller rooms where you teach a mechanic and repeat 1-2 times. And merge buttons, e.g. character switching shouldnt be two buttons.
It's technically my first game and with one lots of ambition, because I wanted to use a variety of characters.
Part of why the game may feel bloated is because there's a lot of levels and different worlds that I wanted to give the idea of a "fake crossover".
So some stuff is the way it is because of my dev skills.
The idea of switching characters was in case the regular "command" system was still difficult to players and it using 2 buttons is in case a single wasn't good enough in some cases.
At some point, there were more texts in the tutorials but people said they'd make the game feel slower and take more time, so I replaced most with images.
Nothing you did is wrong :) just take your time and work on 1 thing at a time. My feedback is mainly regarding clarity, dont be afraid to drag things out and do it simple first. Good luck!
First time playing, and i've got to say, I enjoyed it! My favourite parts were where the siblings are split up and you have to operate them seperately to advance. I think the art is fine, it has a charm all of its own, it certainly stands out if nothing else. I'd love to be able to advance text myself when listening to the characters talk, as it paused for a little too long on each sentence.
The most sensible feedback I can give is to ease the player in more as to what the hell is going on. All these controls from the getgo are tough, especially in this tutorialized form and because they aren't standard. I'd create much much smaller levels at the beginning, that start out with just one thing like: this is the level where your kid(?) has to jump.
This is so rough I do not have much productive feedback to give. I think your best bet is to lean heavily into deranged schizocore and create an abstract experience like Yume Nikki. That's the only reason I imagine someone playing this.
Comments
Played for roughly 10m.
don't bind to Z and Y, thank you.
If your Game has no Mouse Control for Gameplay, don't make the Menues Mouse Controlled.
Other then that, I don't get it. I'm assuming it's a Game where you're ment to solve Puzzles using two Characters with different characteristics, but I just walked to the end with both characters in each Level I played without any hurdle where I needed to switch between them, and there was no Reason to ever use Commands to order my Partner, I just switched between them whenever I passed an Area to redo it again with the other one.
Story in the beginning is badly written I think.
Game mainly exists as an excuse for me to show off a variety of characters and ideas I had for a while.
Because there's also different kind of worlds to visit and even objects and stuff purely for the sake of the world.
(I even have videos of all levels just in case anyone wants to see that).
The option to switch between characters exists in case the commands would get difficult, which is also why the Companions don't have a lot going on on their own (E.g. they can't interact with NPC's).
Z making the kid jump is because I couldn't find a way to make their jump automatic that wouldn't feel weird.
I just didn't figure out key control on menus yet.
At least in some levels, the kid can matter, like having to go through crawl zones.
i gave it another fair shot.
reached all the way to the robot level, then i got stuck because i couldn't find the red usb key
also checked out the beach level with the password.
i really like your art. your colorful, distinct artstyle brightens the thread every time you share progress. i could recognize it from a mile away
your game is unique, interesting and inspired, but it's really not for me.
i will still follow its progress because you are clearly pouring tons of passion into it, which is something i cannot NOT appreciate.
The level you didn't finish is l3300n.
The red key is more to the left, after you get the yellow key and it's near a robo sheep.
If my art is getting better, it's because I got a bit more aware of making colors less "eye hurting" and tried making some faces less weird in some stuff.
But the lack of shading and weird resolution is still there.
I'm aware my game will always be unpopular, but I wanna make sure it's finished and that I get to make more games.
This is doing some interesting things, i cant comment on story since that isnt my thing but gameplay wise its a cool idea to have two controllable characters and doing various things. Lots of potentia (it takes two but single player). My main feedback at this point is that there's wwaaaaaaaaayy too much stuff being introduced too quickly, there's too many buttons, too many pictures and tutorials. I think in this case you're better off explaining in text what stuff means than icons and stretch it all out. Make smaller rooms where you teach a mechanic and repeat 1-2 times. And merge buttons, e.g. character switching shouldnt be two buttons.
It's technically my first game and with one lots of ambition, because I wanted to use a variety of characters.
Part of why the game may feel bloated is because there's a lot of levels and different worlds that I wanted to give the idea of a "fake crossover".
So some stuff is the way it is because of my dev skills.
The idea of switching characters was in case the regular "command" system was still difficult to players and it using 2 buttons is in case a single wasn't good enough in some cases.
At some point, there were more texts in the tutorials but people said they'd make the game feel slower and take more time, so I replaced most with images.
Nothing you did is wrong :) just take your time and work on 1 thing at a time. My feedback is mainly regarding clarity, dont be afraid to drag things out and do it simple first. Good luck!
First time playing, and i've got to say, I enjoyed it! My favourite parts were where the siblings are split up and you have to operate them seperately to advance. I think the art is fine, it has a charm all of its own, it certainly stands out if nothing else. I'd love to be able to advance text myself when listening to the characters talk, as it paused for a little too long on each sentence.
If by advance text, you mean the "conversations", I maybe should figure out a way to "speed" up that animation without messing up with the system.
With cutscenes, I set up slow/fast settings but maybe at some point, I could try a "much faster" option.
You did remind me that the siblings being split is a bit rare.
At least with how many levels start that way.
The most sensible feedback I can give is to ease the player in more as to what the hell is going on. All these controls from the getgo are tough, especially in this tutorialized form and because they aren't standard. I'd create much much smaller levels at the beginning, that start out with just one thing like: this is the level where your kid(?) has to jump.
I tried toning down tutorials at some point where only some would have text and then you'd have images because there used to be a lot of reading.
The game itself has a lot of stuff like, but I tried communicating them with images to get across ideas like pushing blocks and keys.
This is a game that mainly exists so I could show off a variety of characters and places.
This is so rough I do not have much productive feedback to give. I think your best bet is to lean heavily into deranged schizocore and create an abstract experience like Yume Nikki. That's the only reason I imagine someone playing this.
The art style has its issues but at least one is because of a weird resolution issue I couldn't fix.
I only kinda accepted the uglyness because it's what I ended up with and I wanted to get other stuff done.
Maybe at some point, I could make it so cutscene art has proper shading.
But at the very least, only the main world is supposed to be dream-like.
Other settings at least look better in my head, because I wanted to give the idea of a "fake crossover" with the variety of characters.