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(+1)

Yet another instance of wondering just how you do it. Truly, so impressive. I am going to be nitpicky though because I know you want that feedback and all of my issues are nitpicks anyway!

- I know controls are on your game page but to be honest I don't tend to read those and they would have been nice to have in-game regardless.

- The lack of any "normal" platforms made Level 2 quite frustrating for a bit, especially with being locked into your Level 1 decisions. Had I known those placements were going to be permanent, I probably would have planned differently. 

- The controls were quite slippery, which I know other people have commented on as well. I actually didn't have a huge issue with that in Level 1, given the more generous nature of that level, but once you're trying to perfectly time jumps to sneak between all the constantly moving parts it becomes a bit more of a fight against the controls than I would have preferred. 

- The funeral scene was very well done, but the level itself felt quite bland visually. The art is well executed, but just not very exciting? I'm not sure there's a good solution to that without making it too visually cluttered, but I feel like there's probably something.


Now for the good stuff:

- The writing was top-notch, even for you. So funny the whole way through, and the opening disclaimer really sold the energy right from the get-go.

- Your audio design is amazing as always, the different character voices were still very distinct despite being all you. Music was excellent and really fit the mood.

- The cutscene animation, despite its simplicity, really worked for the style you were going for and added a ton to the humor.

- A full level editor is impressive enough for this time frame, but the code system is really a step above, and adds a ton of replayability which is always a nice thing for jam games which tend to be shorter. The final speedrun timer is also a nice touch in that regard.


All in all, really great work. I always look forward to what you make and I'm never disappointed :)

Level Code: Ld!!!!!!nfcehdwdxd!!vdydvkykAcshpghftcDbDcDd!!!!GkEkqcrcscFd

Thank you so much for the feedback!!

I honestly thought the tiles from level 1 being permanent was a good idea that would lead to more interesting levels. It forces one to improvise. In hindsight, I can see how withholding that information can be a bad idea though.

This isn't the first comment about the player's friction, which keeps surprising me. My only excuse is that I play a lot of Super Mario Bros. 3, which is notoriously slippery, and I keep forgetting that most platformers have way more friction.

The art for the background started as an homage to SMB1's background, and I wanted to go back and make more decorations (add parallax, trees, other subtle background elements) but I prioritized art for the cutscenes, and didn't have time to circle back to that.

I'm glad you enjoyed the story and cutscenes! With the past few jams, I've been trying to find the best way to add as much story to a jam game as possible, and I think I'm figuring it out. Also, thank you for sharing the level code!