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(+1)

I feel like this game needs a bit more polish (maybe due to lack of time, which is totally understandable). Some things that I believe could make it improve:

-Controls. Generally speaking, I’d try to use keys that are more or less standard, because that makes a game feel more intuitive and player-friendly. In this case, for example, instead of ‘X’ for jumping, I think the spacebar would be more natural. I’d also limit the number of controls as much as possible: in a game like this, if you have the key for a door, I think it’s preferable that the door just opens itself when you touch it rather than having a specific button for that action alone. Also, the dash mechanic didn't work for me (nothing happened when I pressed or held the key), but I don't know if it's actually necessary, because the bird has already a good speed. Finally, I think the ‘Q’ key could be removed too (I'll explain that in my next point).

-Camera. I’m not sure if I understand the mechanic of changing the zoom of the camera, maybe it’s used in a later part of the game (I could only get to the second level), but in the end I found myself holding 'Q' all the time, because the zoomed-in camera didn’t allow me to see my surroundings and sometimes I died because of that. I think it would be better if the zoomed-out camera was the only one available, or at least the default (and then zoom-in when you hold the ‘Q’ key).

-Colliders: in general, colliders tend to favor the player. So, while  power-ups, collectables, etc. usually have larger colliders, enemies and obstacles have smaller ones. In this game, I think the collision between the bird and the spikes/enemies should happen when the bird has a generous part of itself already inside those spikes/enemies.

I hope that this attempt at a constructive criticism isn't too bad, because I see potential in this game: it has good ideas and the art is nice. With some more work and improved physics, it could be a really nice option for people who want challenges (I like challenging games myself). So keep it up! =)

Hey, thanks for the critics, having feedback of players its the best and normally answer questions that grows during the development!

Yours first two points i realize with other feedbacks two, its a lot of buttons for this game and some of them can be removed (opendoor key for example). But also i think i need to construct a new learning-curve or explanation of how they work, for example: the dash buton just work with the owl bird for only that character can used, also not all characters have double jump or similar things. I hope that can work just for curiosity but its true that a few steps and more prograssion can make a more lovely start.

The camera i think to put the option to zoom out just when you are stop, and you can not move when use, to do a help for the solve puzzel problem but have sece the other view with more like-blind movements and conserve the tension.


The colliders its the point that i have more doubts, i think i need to do some tests to have more prespective, for i also like the needing to be more precise. I dont know leets see.

Finally, yes its my first game JAM, so i don't realize exactlly what a "week" can significates in develop time. But i like alot this way to deal with the develops and the feedbacks so sure i try to do an update of the game that can close the experience properlly.

Thanks! :)