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Michi's Adventure!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Likely to Release | #1 | 4.500 | 4.500 |
Smooth, Polished & Bug Free | #3 | 3.833 | 3.833 |
Overall | #3 | 3.833 | 3.833 |
Aesthetic (Art, Audio, Theme) | #6 | 4.000 | 4.000 |
Interesting Gameplay / Fun | #13 | 3.167 | 3.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Solo Jammer
Team
Made by a team
Prototype Jam Submission
https://zhuckly.itch.io/michis-adventure
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Comments
It's neat. I don't think I particularly understand the bubble/fans/spikes level but the others are fun. I find that in the puzzles where you're supposed to go through all of the buttons without repeating your path, you can actually throw the item you're holding onto an adjacent grid to activate it. Don't know if it's intended. Probably an exploit.
This is pretty crazy polished for a jam game, but I do have some notes
For one thing, I'm disappointed in how major of a game mechanic those "step on every tile in this room exactly once" puzzles are (like the kinds of puzzles that the water/bubble area is filled with). I see puzzles like those as the kind of puzzle that you throw into an action game as a change of pace (like the kind of puzzle that fits perfectly in a 3D Mario game), but I find it really lacking as a core puzzle mechanic. When the game throws a massive puzzle like that in my face, it doesn't give me the same excitement as other puzzle games. My instinct is to just guess over and over until eventually I either make it through or I get bored and give up. It's definitely too late to replace all those puzzles now (which, apologies for not saying this in the prototype sprint!), but I figure it's good feedback anyway.
Additionally, a lot of the puzzles revolve around timing, or inputting precise movement. These I would cut entirely. The character doesn't feel good to try and move around precisely. There's a significant delay between when you input a move and when the character actually moves (not to mention that if you hold two directions at once, the character won't move at all). There's a huge section in the fan area, where you have to escort this little puffball through a million obstacles, and if you mess up once it disappears and you have to restart from the beginning, and it's infuriating. If I'm here to play a puzzle game, I don't want to have to make precisely timed moves, and if I'm here to play an action game, I don't want to have to do any of the other puzzles.
There's another more insidious reason for why I'd wanna cut all of those "action puzzles" -- once even a single puzzle requires tight movement or timing, then suddenly (in the mind of the player) every puzzle might contain tight movement (even if it actually doesn't). For example, I played the fan section first, which starts with a timed button -- you stand on the button, the spikes go down, and you have a limited amount of time to get through the door. That meant that later on, when I was playing the bubble section, I would repeatedly try and pick up a bubble and then run through a gate before it closed, even though (as I later learned) that doesn't actually work
I also ran into a few bugs:
It's worth noting that, even with all my critiques, I played through almost the entire game! I've spent about an hour writing this all up, and I want it to be clear that I'm doing this because I think you have a shot here for this game to be great, and I want to do what I can to help make this game better! In particular, the absolute standout of this game for me is the art. The character of Michi and the world they explore is just so charming and cute (heck, even the little arrow keys in the movement tutorial look like a pawprint!), and though I've mentioned my issues with the puzzle design, there is still a certain level of nostalgia to all the different game mechanics (I remember seeing stuff like those sliding puzzles in Pokemon games and such). I really do look forward to seeing the new colorfur (hehe) version at the end of this week!
Thank you so much for your feedback, we will work in this week on this notes and the other feedback we receive, i agree that an input buffering is necessary, due to some issues this week i wasnt able to add it, but be sure im gonna work on it this week :p Again, thank you so much for your time and we hope we polish the game enought to make this game an even better experience for you and everyone else!
Cheers~
I really like the art. Precision puzzles aren't really my style and I couldn't get past the first section of two spikes. Maybe a bit more of grace time would have been helpful cause I couldn't get the time in down. Over all this looked great. Did you all have sound because I didn't hear anything on my end?
Hi! Thank you for your time :) we may polish those spikes a little bit more to be less punishing, and no, we are working on the sound now!. We wanted to have all the mechanics first.
Fun little puzzle game! Not too difficult, and not too simple.