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(3 edits) (+1)

 The cons:

  • Visual art is unfortunatly repetitive and feel empty
  • Nos sfx or musics
  • Hard to understand wich input activate the glasses (i just learned what means RMB haha maybe everyone don't get abreviations next time be clear and just say on input "Right mouse click", make sure what you comunique is perceptible, comprehensive and unambiguous  so i'll suggest to avoid abrevations  on input descriptions )
  • Collision bugs reduce greatly the fun  factor that you tried to create with all the mecanics (colliding on a wall when jumping should not stick me on the wall and it happens all the time so it frustrating)
  • Character movement in general doesnt feel great beceaus of bugs and  jump feel too much floating, hard to easily come back on ground and move

The pros

  • Very good  implementation of the theme and the special object you respected them perfectly by implementing them in the gameplay and not visual ellement which you do not interact, and that's not everytime easy to create gameplay that fit game jam theme, nice job
  • Level design is not bad , the difficulty and intensity progression curves are good, the levels are not to much repetitive and there is some diverties in the level !
  • Mechanicc of glases with cooldown is a good idea to force use to memorize where are the plateforms, i feel like there is an intention behind you level and you gameplay and the intention is really impoortant

It's your first time so sure there a lot of things you have to improve , but still i wanna congratulate  you on what you have done for having only touched to game dev with Unity 3 weeks before the jam ! it's really hard to make games so don't be disapointed with what you made, be happy to see what you have been able to do today what you haven't been able to do in the past !

Here is some advices for you if you wanna continue game development :

  • You learn a lote in game jams, continue doing them even if you fail, you will learn so much and it forces you to understand how to plan yourself to deliver a game in a designed amount of time ! jesse schell in his book "the Art of game design" Sayed you need to create at least 10 games to start understanding how to make fun games
  • On your next games, prioritize what your players are doing the most and polish them and make the bugfree, afterwards if you have tim add mechanics ! in example you have different mechanics in your game but the character movment is frustrating with those bugs and as it is what you do all the gam, it is frustrating all the game
  • try to have "juicy" visuals with sfx, i means it doesnt have to look awesome or something but if it is simple and feel organic reactive like "squetch and strach" animation and with good use of organic particles it will change your game feel incredibly. Check for "juicness" in youtube and you'll get the things
  • learn game design an level design to learn how to create funny and interesting game experience, but don't focus too much in theory beceaus you understand it only by practicing, practicing, practicin ... Which means doing game jams :)
(+1)

Wow thank you for taking the time to give a very concise feedback!

Next time I'm going to join a jam that's during the week as that's when I have the most free time to really focus on it, I nearly gave up on this jam because I felt so demotivated in what I made in the time I could spare but pushed myself to finish and publish something. I felt that my game idea was good but I wished I had given its deserved time. After publishing though, I realized this was good for me and made me want to do more jams, so I could learn even more and hopefully become better.

I wonder if the collision bugs was a result of turning it into a webgl, when I was play testing within unity and the windows version I didn't have those issues but this is the second comment of it now and I can understand how that collision bug can really take away from the game. Next time I'll definitely spend more time trying to find bugs that would disrupt the flow.

Thank you on the tip of giving clear instructions or controls. I didn't even think of that but it makes so much sense and I will be doing from now on.

(1 edit) (+1)

No problem i'm happy to help !

Also i saw that i missed words in my comment above i updated it so you have it complete now !

(+1)

I hope you can analyze my game like that too, bro. Very good analysis.

I will then haha :)