Really fun game. The sprites, music and sounds give it a nice old school vibe. And I like the parallax scrolling effect. Would be cool to get new spells as you progress.
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Team members
3
Software used
Godot, Aseprite, GIMP, Audacity
Use of the limitation
YOU ARE A WIZARD WHO WAKES UP AT THE TOP OF A TREE. GET DOWN
Cookies eaten
12412343
Comments
I also found it difficult, but I was never really good at platformers. My only real complaint is the sound effects. I wish you gave it more love. Aside from that this was a nice experience.
Melee wizard? That's odd :) I was thinking I'd have range attacks so I was a little bit surprised. The game looks really nice and after some polishing beyond the time scope of the game jam it could be really fun to play :) I didn't have any issues with moving around the map and some part with the issues with fighting were skill issues, I believe :D
Since you apparently really like issues (that's not healthy to eat so many in 72h, you know? but I'm not your doctor :D) so here have another one for using Godot:
I actually played the game a few times, almost got to the end of the fourth stage. In my opinion, the game is not all that difficult, but you have to either open the portal asap, or actively hunt the bugs, which is not obvious at first. I think that might be one of the reasons why your friends couldn't get past the first stage, as you said in the Discord.
Other than that, there are some clunky aspects of the game:
As someone commented, getting on the ropes from below is unintuitive.
Someone else stated that the controlls feel strange. This is imho true for the first 1 or 2 playtroughs, but overall is not that big of an issue.
One of my main issues is the UI. It is very small and it is not obvious which abilities are ready at a quick glance. I would personally recommend a progress bar behind the numbers, or just changing their color when tey are charged.
When the enemies clump up, it's hard to tell who you are damaging, or how many enemies there are, but I have no clue how to prevent this (in a game jam scope) and it is something I also struggle in my games.
The dash feels bad to use. It feels like there is a delay between the button press and the animation, it doesn't go very far and is way too slow.
The attack rooting you in place also doesn't feel good, but I suppose it is necessary for balance reasons.
Overall, I think the game is made with passion and isn't bad as a core concept, but it needs a lot more polish to be truly enjoyable. Other than the issues already listed, there are many possible improvements: better camera movement, more feedback: particles, animations, effects, and more gameplay stategy.
I will recommend this video: https://www.youtube.com/watch?v=216_5nu4aVQ as a starting point.
Thanks for the criticism. The clunkiness of the actions and switching between them is something I tried to fix, but couldn't within the constraints of the game jam. The controls wouldn't be odd for anyone who had played Risk of Rain, which this game was modeled after. Dodging was meant to have a bit of weight - if you were able to successfully dodge, you'd get a "dodge" text that appears above the player, and if you have the dodge powerup, you get a nice little sound effect and an HP increase. So at least that part was intentional!
you said the game is hard for users its because generally games dont use z x c as attacking buttons you could use something like q e even 123
HELP I CAN'T GET OFF OF THE TREE, AND THE BUGS DOESN'T LET ME ALONE.
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