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(+1)

Hey! Fantastic core mechanics, which, I guess, is inspired by Viewfinder.

I'm going to be a bit harsh, but I want to be honest in my review.

I think you wasted the potential of the game with poor level design.

I can take screenshots of background elements and place them in the level. That's so cool!!! What awesome things am I going to do with this ability? Create platforms. That's the ONLY application you used in the entire game.

There were some potential at some point with the idea of blocking fireball, but it's never forced on the player. And you had one million potential puzzles to create. What if I screenshot a cannon that shoots fireball and use it to kill some enemy, or melt some ice block? What if I screenshot emptiness, and use it to destroy the ground below an enemy? What if a puzzle requires me to make a copy of a key? What if you used the fact that you cannot paste outside of the screen, and have the player "drag" an item with multiple screenshots along a level?

In addition, I would recommend not writing a story if it's going to be generic. It wastes time and resources that are precious during a jam.

But again, let me be clear: I 💗 LOVE 💗 your main feature. You could make a great game out of it, and I truly encourage you to keep working on your concept 😉

(1 edit)

Yes, this was inspired by Viewfinder. I always had that game in my mind and wanted to recreate it. I'm nowhere good enough to recreate it in 3D. So the next best thing I had in mind was creating it for 2D.  Initially I wanted to create a top-down adventurer game with this mechanic with pressure plate acting as keys and stuff. But the whole thing seemed like way too out of the scope for me. The whole taking the snapshot and pasting it and building colliders to it mechanic took me more than 2 days for me to make. I had really low time to design levels to actually make use of this whole mechanic as you pointed out.

I had way too many ideas on my mind while creating the mechanic. Some of them were what you listed down below (But you did bring more extra ideas than what I had in mind). Since this is a game jam, the tight schedule made me drop some of those ideas to make a bit more consistent gameplay. I didn't want to add more mechanics into the game and make it a bug-ridden mess, when I can focus on single mechanic and make a more stable game with much less noticeable bugs. 

I do have a plan on updating this after the game jam since people seems to like this mechanic and I haven't seen any other game that have used this mechanic in a 2D game. I'll keep your ideas in mind when I build it after the jam. I've mostly used Unity to build 3D games and its my first time building a 2D game in unity in a loooooong time. So I needed some time to adjust to. 

Thanks for this whole constructive feedback. I really appreciate it ! ^_^|

PS: The story I made for this game only took 2 hours and it was done at the end of the jam. I had some time to spare after the whole level building and bringing it together. 

Edit: I did think about creating a mechanic on using the copy of a Key to unlock a door. But since the scaling mechanic is in place, I think it would have been a mess bringing it together.