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Don't Be Late For Date's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #4 | 3.333 | 3.333 |
Graphics / Animation | #5 | 3.000 | 3.000 |
Music / Sound | #7 | 2.833 | 2.833 |
Fun | #7 | 2.333 | 2.333 |
Technical | #8 | 2.000 | 2.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like how the mechanic that you control two characters at once reminds me of Brothers: A Tale of Two Sons. I believe that the idea is there you just need to up its potential.
As a platformer game this needs precise and tight controls, for me you nailed the movement speed and the ability to control your character mid air. The problem lies with your jumping mechanic, there is no right or wrong value for the jump height you just need to tune it until it feels right, this also affects the placement of your platforms which is the foundation of your levels so it is very important to improve on.
The game is actually very straightforward which makes it a good thing since depth is more important than complexity. You can actually add more depth to your game by giving each your characters their own personality. A very good example of this is weakness and strenght, you can have the other one slow speed but have high jump height and the other one faster but shorter jump. Or by giving a means of interaction between the two characters.
Overall you did a good job making the game. Continue to strive and improve upon your creation and skills alike. Congratulations! =)
This game was very interesting in concept! I thought it was really cute, especially since the concept flowed very well into the theme.
What this game did super well on was the gimmick of having to navigate the boy and the girl seperately. It was kind of neat seeing how I had to make different choices on the path to take because of the boy having to collect the ring beforehand.
I think there are two areas where the game can be improved upon, as food for thought:
Thank you for checking out my game and also thank you for all the suggestions.
I know how it is to be a game dev on a deadline and have ideas of how to expand on a project, how it can be fixed or added to, etc. So please understand if I mention things you already want to fix or add.
1) Being able to choose the resolution and toggle the audio would have been a nice quality-of-life feature. I don't know if Unity allows for these settings to be toggled by default, or whether they have to be hard-coded in or not. This is just a minor presentation quibble
2) Selecting options with the mouse is easier than a cursor guided by arrow keys/WASD, but switching between keyboard (player control) and mouse (menu control) repeatedly is a bit cumbersome. This is just a minor presentation quibble, though if I had to keep restarting a level or keep going back to the menu to access the next level, in an upgraded version of this game, it would become annoying quickly
3) Either the jump height is a little too low, or the platforms are a little too far apart vertically. I keep knocking into the side of the platform I want to reach, and getting stuck/slowly sliding down. Then I hit 'jump' repeatedly to sort of climb up over the side. It would be a good learning exercise to study things like acceleration and deceleration, holding the jump button for a longer jump, buffering the player's 'jump' input before they touch the ground, etc. There's a good video with a slightly hyperbolic title on this subject.
4) Because I took a while to get used to the platforming, the first level was actually the hardest of the three! I kept falling off the bottom of the screen or not making it before time ran out. When I got used to 'climbing' platforms, all three levels were a breeze, thankfully.
5) Controlling two characters to reach a goal is a good pitch for this genre (the idea would work especially well with a gamepad, dual-stick control scheme) - and making the boy have to take a certain path is also a good idea. You've taken the core decisions the player has to make in platforming and added something to make them interesting but not convoluted. It gives the girl little to do by comparison, though. You've probably already thought of level designs where the platforms for both characters are separated from one another, strictly linear paths. Perhaps you could also make it so that certain platforms can only be landed on by one character or the other? (Platforms could start out as neutral until jumped on, then they change colour to signify who can stand on them.)
Whether you decide to expand on this game or move on to another project, it's a good start for a platformer.
Thank you for your suggestions this helps me a lot!
Very good concept, with beautiful graphics. Collisions were a bit off but that can easily be fixed.
Thank you for the suggestions.
unplayable, cuz collisions 0,..,ó
Yeah! Someplaces get unplayable cuz of the collisions.