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(3 edits)

Great job! I had a lot of fun figuring out which ratios of jump strength to gravity worked for different situations! I feel like these mechanics give this platformer a puzzle element!

I believe this game takes the theme in a very intriguing direction--if we consider a ratio which allows us to complete one situation as "stable" then we would lose stability when the situation changes and our previous combination (or the default one) no longer applies. This would call for us to "re-stabilize" the jump strength and gravity ratios once more to suit the new situation--which requires trial, error, and prediction on the player's end to create a combination which will once again allow us to progress. In these ways--this game is actually quite good at incorporating the theme! As the situation and ratios required to progress are always variable--the game incorporates instability into the gameplay and player experience. Very clever~

I really really loved the situation where the player had to squeeze through the opening with the spikes at the bottom. Through trying to solve this scenario, the player is taught that the gravity is floatier than the jump. Where before we could super jump by maxing both bars, we now require careful calibration--which shows us that jump strength and gravity are mechanically different--it may be slight but slight is significant when it comes to precision platforming. This game encourages mastery, problem solving, and planning! Games like this tend to have more niche appeal but when it comes to indie games--niche is always better!

I'm not entirely sure why some of the commenters in this section (like 2 lol) weren't very helpful or encouraging. I think this game is great and the dev shouldn't abandon this game after the jam--I wanna see them add the shortcuts they mentioned in the comments and additional levels. I had a lot of fun with this game! Keep it up!

Edits: Grammar 

(+1)

Thank you so much for this massive and encouraging comment, I will try to expand this game to a good state! Thank you again!

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Wait how did you get through that small opening with the spikes on the bottom? I couldn't find a way because of their unfair hitbox and had to moon jump off the wall repeatedly to go over the wall. He should also probably change the default GDevelop platformer game example graphics if he wants to further develop this game into a more finished product too.

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I got through the opening by testing and tweaking the gravity and jump power. I went a bit higher on the gravity and lower on the jump (I think it was in the 150-250ish) range. I didn't recognize that the graphics were default--I don't have much experience with GDevelop. I do agree with you that adding their own graphics would be a great step in polishing the game; the assets don't have to be perfectly crafted but doing their own art or partnering with an artist is very important for making finished product--especially on future projects!