I really dig it, there's a lot of clever ideas here I think. Scoring based on how far away you are is such a cool way to create challenge, if one wants it. Having to literally go back and forth between picking up discs and throwing, spending additional time in this pixely hell...I absolutely love that. I also like when the last enemy goes berserk and starts throwing two more discs, that kept throwing me off for a while but in a good way! Or just how the game gets more and more mad, with big slow discs that just patrol back and forth, then those start shooting... :D All good stuff.
My main issue is that the game feels unfair - it's not, but it feels like it is. See, I really like the art style, but I find it hard to read while playing. It's often unclear how far away discs are, and sometimes you get hit when you feel you shouldn't.
I think a couple of things would help. Having some sort of grid texture on the ground, combined with shadows below discs would help gauging the distance/position better. This game would also benefit from a lot of of invisible "helpers", just trying to be a little nicer to the player. For example making player's hitbox a bit smaller, or having an extra grace period after rolling, just for 2-3 frames. Just little touches like that, you know? Instead of thinking you died an unfair death, you'd get a lot of close calls without making it trivially easy.
I think otherwise you've got a really solid thing here! Good job!
Thanks for playing man :). There are shadows under the discs actually, I suppose they're a little hard to notice cus of the perspective XD. I'll keep your points in mind for any other future games with this 3D-ish style or if I make another build of this ;)
Damn this is the Ricochet sequel I never knew I wanted. Really enjoyed the simplicity of it and how all the mechanics are communicated really clearly. Nice submission man, had fun playing this
Excellent work here. There's pretty immediate challenge but the difficulty ramps well; the risk/reward setup feels good; the aesthetic is solid and the animations are perfect.
I do kinda wish I didn't have to sit through the tutorial, fetch a disc, then pick a difficulty after every game over -- being able to restart quickly on the same difficulty would be nice.
I also found myself wanting some kind of feedback when rolling to tell when I'm in the clear--I feel like I still haven't got a good feel for the hitbox, probably a bit from the perspective/2D pixel-pop-up look (which looks fantastic and I hope to see more of it).
For a jam game though those are super minor. This feels really polished. Well done.
Thank you for the feedback and for playing man :). I apologise for the tutorial being present every time you start a run. I wanted to deactivate it after the first time you see it but wasn't able to get it working right before the end of the jam.
You're right about needing feedback for the dodge animation, if I make another build of this, I'll keep it in mind ;). Thank you for playing none the less :)
Oh, I hope I didn't come off too negative, just trying to give some ideas for improvement on top of the praise. Definitely had fun playing, dodging up to the 50 point zone untouched and nailing an opponent feels really good.
Comments
I really dig it, there's a lot of clever ideas here I think. Scoring based on how far away you are is such a cool way to create challenge, if one wants it. Having to literally go back and forth between picking up discs and throwing, spending additional time in this pixely hell...I absolutely love that. I also like when the last enemy goes berserk and starts throwing two more discs, that kept throwing me off for a while but in a good way! Or just how the game gets more and more mad, with big slow discs that just patrol back and forth, then those start shooting... :D All good stuff.
My main issue is that the game feels unfair - it's not, but it feels like it is. See, I really like the art style, but I find it hard to read while playing. It's often unclear how far away discs are, and sometimes you get hit when you feel you shouldn't. I think a couple of things would help. Having some sort of grid texture on the ground, combined with shadows below discs would help gauging the distance/position better. This game would also benefit from a lot of of invisible "helpers", just trying to be a little nicer to the player. For example making player's hitbox a bit smaller, or having an extra grace period after rolling, just for 2-3 frames. Just little touches like that, you know? Instead of thinking you died an unfair death, you'd get a lot of close calls without making it trivially easy.
I think otherwise you've got a really solid thing here! Good job!
Thanks for playing man :). There are shadows under the discs actually, I suppose they're a little hard to notice cus of the perspective XD. I'll keep your points in mind for any other future games with this 3D-ish style or if I make another build of this ;)
Damn this is the Ricochet sequel I never knew I wanted. Really enjoyed the simplicity of it and how all the mechanics are communicated really clearly. Nice submission man, had fun playing this
Thanks for playing it man :)
Nice game.
thanks man 🙂
Excellent work here. There's pretty immediate challenge but the difficulty ramps well; the risk/reward setup feels good; the aesthetic is solid and the animations are perfect.
I do kinda wish I didn't have to sit through the tutorial, fetch a disc, then pick a difficulty after every game over -- being able to restart quickly on the same difficulty would be nice.
I also found myself wanting some kind of feedback when rolling to tell when I'm in the clear--I feel like I still haven't got a good feel for the hitbox, probably a bit from the perspective/2D pixel-pop-up look (which looks fantastic and I hope to see more of it).
For a jam game though those are super minor. This feels really polished. Well done.
Thank you for the feedback and for playing man :). I apologise for the tutorial being present every time you start a run. I wanted to deactivate it after the first time you see it but wasn't able to get it working right before the end of the jam.
You're right about needing feedback for the dodge animation, if I make another build of this, I'll keep it in mind ;). Thank you for playing none the less :)
Oh, I hope I didn't come off too negative, just trying to give some ideas for improvement on top of the praise. Definitely had fun playing, dodging up to the 50 point zone untouched and nailing an opponent feels really good.
You came off more constructive than negative so don't worry ;)