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(4 edits) (+1)

Thanks for your long and detailed feedback! There are 3 people who worked on the game. The main roles were programmer, artist and sound.

Controls:

Yup the controls could definitely been improved. Should’ve added some text in-game saying that you can select your characters from the UI. Like you said in UI, should’ve dimmed the unselected character too. Also could’ve added the selecting characters from the screen too!

Visuals:

I think the inconsistency is due to pixel scaling (for UI and characters). Thought of using Unity’s Pixel Perfect Camera but it makes everything look jittery, especially when the camera moves. We might try it again but I think we’ll just scale in multiples of 2 to keep the pixels consistent for future games.

Level Design & Mechanics:

Ya, the placement of the button is quite bad. It’s not at the edge so the smallest ball often falls out. And if the player scales it up, they’ll just jump out of it. The kid should be the only one that can trigger the exit. If the shapes can trigger it’ll be a bit too easy as they can jump over everything. Yup saw some streamers and comments mention the wall jump too.

It might sound like an excuse but I had some stuff in real life that really hindered the progress of the team and affected the time schedule. Being the solo programmer meant the team couldn’t properly test levels.

Others

Felt like instead of resetting the whole puzzle if the player just missed 1 jump, they got the option of using the shapes to reposition themselves. Especially in earlier levels where the player doesn’t really need to move the shapes after they are already positioned. Changing characters and moving them to their spots every time they die is a bit repetitive?

Ya, that’s a bug… forgot to disable the bar and SFX for it.

It was our first time making a puzzle game so we can definitely improve from this! Thanks again for your feedback!