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Hi there! Thank you for your feedback! The game was indeed supposed to focus more on the puzzle / platforming elements, but we're also planning to expand on the title and give it a bit of a new take. Well the timing was definitely made to fit the jam's theme, but we're still thinking if we're going to keep it as we develop our project more in the future. There's an idea we've got for the very moment and we might try to focus on giving the world some lore and  exploration / discovery parts in the future - We did in fact try to make this Celeste-like game here, but we're not sure if things will remain as such. Right now we're trying to agree on what do we want to do next and I think we might be getting back to work somewhere around the end of July :)

I could ask you though, if in your opinion using less of those platforming levels could be better for the game? I know that the wall-jump was pretty troubling and we've actually fixed the bug it had quite recently (we cannot post beyond the jam's time though), but I'm wondering if the levels themselves seemed confusing, might ask as well if in your opinion there should be some kind of a boss, so far we skipped this to focus on polishing the art, programming and music. 

About the combat, there is an animation for a second enemy type, but the time ran out quicker than we thought and we had to put it aside temporarily. But we'd definitely like to give some more attention to this part, we're generally thinking about refactoring the code and re-thinking some mechanics of the game to encourage exploration rather than precise jumping.

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I completely forgot to mention it in my original post, but I think your overall level and world design was very solid. I never felt lost for particularly long, and some of the platforming challenges took a bit of thinking for my approach, but I think that's actually a good thing, it was fun to plan out where to jump, where to dash, etc. I definitely don't think level design is at fault for some of my frustrations, those came primarily from the high dexterity requirements. Perhaps with some fixes on the controls, the execution barrier wouldn't have felt as high.

I don't feel qualified to say what would be "better" for the game. After all, Celeste is an excellent game, but I don't think it needs a combat system and boss fights (it does kind of have boss fights, but they're really obstacle courses). If that's the kind of game you want to make, I think it could be very cool! I think this game could work with more of a focus on rhythm-based combat and exploration, or with a focus on precision platforming, depending on what you want to make. Perhaps it is possible to combine both, but I do think that'd alienate a larger portion of players, since those two are pretty different appeals. Don't let that discourage you from making that game if you really want to, though, perhaps there's potential! If you do want to keep developing this game, I'd recommend doing some prototyping of different approaches, and really honing on where the fun is, in your opinion.

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Hey! Just wanted to chime in as the programmer and level designer and say thanks for your very detailed feedback! 
That specific spot you mentioned seemed to give a lot of players trouble and it's safe to say I got a bit carried away with the difficulty as Celeste is one of my favorite games. Moving forward we'd like to shy away from that very difficult and technical platforming style. Others have mentioned your frustration as well with there not being much room for error and having to start at the very beginning of the level sequence. 
I'm glad you were able to complete it despite your frustrations. As previously stated we have fine tuned the controls to a great degree since uploading for the jam so hopefully you'll give it another shot in a little while when the jam ends! 
Regarding combat a theme we really wanted to incorporate was "energy" of the music, so landing hits on beat increases the level of instruments and brings more life to the track, however it is agreed that this could be executed better or achieved in a different way without timed attacks.
You give some very good insight into "what type of game is this supposed to be" and is the exact question we are asking ourselves moving forward.
So thank you so much for the feedback! It is extremely helpful
Cheers