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gameplay loop was really fun, nice work! there was also a lot of polish in the animations and effects, like the leaves flying by, that made the game feel really dynamic and alive. 

i do wish the bugs were ironed out, though. they didnt end up being too much of an issue for me personally, but it's really important to deal with those gamebreaking bugs because they have the potential to completely halt the experience in a way that leaves the player with a bad final impression, especially if theyre not very understanding of how hard game dev is. i think it was nice that you set expectations with the opening text, but as others have said, it does move just a tad too slowly which can cause frustration, and when youre immediately mentioning that the game has game breaking bugs... that can leave a rough first impression on some people, which sucks because your gameplay is really good!

i think it may have ended up a bit better with a deliberately designed level layout, since im sure that procedural generation took up a LOT of time that could've been used to fix bugs. it's a game jam, after all, nobody's gonna be too harsh on your game for being short, so you may as well make it as tight and polished as possible imo! (and also, the jam leaders on the discord said you're allowed to do bug fixing if you note it in the game page info... do with that what you will)

its a cute, visually appealing infinite game with a simple control scheme and a clear goal, that's some incredible design work. not to mention that it actually incorporates the decay theme pretty well, which a LOT of games on here didnt even TRY to do! nice work all around, you've got some really strong design and coding skills!

-x

Yes, I've been kept reminded about the dialogue being too slow and that I should have added a skip button for it from my fellow jammers and my friends alike, which I would take to heart and would always remember to add a skip button to the text next time I make a game.

I did actually think of making this game a level-based puzzle platformer to begin with, where you'd have to get to the end point before your wings get decayed. But I only had like 15 hours to spend on creating the game. If I had 48 hours, I would have made it. Due to limited time, I had to go with the procedural infinite runner so I would have time to build a more polished game that is visually pleasing to look at rather than focusing on the puzzle aspect and neglecting the visual elements. 

The bugs that were game breaking are actually due to the WebGL build. I noticed they appear on mobile devices and on PC using lower display screen sizes. I don't know how to fix it, and this was my first attempt at using Godot after a long 5 years. I usually prefer using Unity, and moving to another game engine with 15 hours to make a game is not something I would suggest to someone after this lol. 

I would have made changes to my game to fix the dialogue skip part, but now that the jam is nearing its end, I don't think more people would play the game to actually add it. I'll add it sometime soon, with no rush and taking my own time. 

Thanks for the detailed review of my game. I'm glad you enjoyed playing it.