JUDGES FEEDBACK
Antonio
- Overall great game jam entry - with such short dev time it's always smart to focus on one or two core mechanics and invite the player to explore them in interesting ways
- What is your target audience when designing this game? For skill based platformers like this, there are usually a few distinct groups of people. Ideally this game, with enough time can target all three.
- Casual players who will generally like the genre, who'll likely churn out partway through unless there are incentives to keep them going
- Completionists who'll like to finish all puzzles or collect all objects
- Hardcore audience who'll look to optimize puzzle solutions through a combination of speed and advanced techniques
- Clocking the buttons disabled kbm controls]
- Consider having one element of the background that does not parallax - that way for tricky puzzles skilled players can use part of the background as a reference point for harder jumps and techniques (ex. Puzzle 29)
- Great job gradually introducing players to mechanics and techniques
- Double jumping was introduced too late!
- Monsters were introduced too late!
- Monsters artistically feel a bit out of place compared to rest of art, a creature made with simple shapes that's colored different would suffice
- Puzzle 13 - on the part where the player slides down and has to drop onto the moving platform, small important change would be to pan the camera or lower the hang point so the player can see where the platform is and can drop accordingly. For a greater test of skill, the camera can stay where it is but there can be some other visual indicator on that part of the screen to allow them to time their drop correctly.
- Puzzle 28 - hit a space where I respawned back at Puzzle 1
- Puzzle 30 - checkpoint does not work, player respawns at P29
- Puzzle 31
- Zipline object does not render,
- The puzzle seems to be to ride the zipline and jump to dodge the flies - is this the intent? Currently the best way to beat this puzzle is to memorize when to jump in order to dodge flies preemptively
- Checkpoint does not work, player respawns at P4
- Puzzle 32
- Checkpoint does not work, player respawns at P5
- Same note as P31 - The puzzle seems to be to ride the zipline and jump to dodge the flies - is this the intent? Currently the best way to beat this puzzle is to memorize when to jump in order to dodge flies preemptively
- To end the experience, a simple fade out with text that takes players back to the main menu would be very satisfying - Players who stick with your game through all 32 levels would appreciate a “You Did It!” toast
Finn
- Loved the parallax background art, controls felt good
Duncan
- Fun and challenging gameplay. I like the stick figure character and the element of hidden danger which requires the player to try a few times before overcoming an obstacle. The controls are clear and responsive although the crouch and jump do not work on the keyboard which would improve player experience and overall gameplay.
- Overall, this could be a fun platformer with some tweaking and introducing some interesting dynamic obstacles.