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(3 edits) (+1)

Cool concept, but I found it really challenging to know what the correct cloud was that I needed to hit and the movement mechanics felt very unforgiving for any slightly quick/slow reaction time. For the latter problem, I would suggest implementing input buffering and coyote time (standard player assistance features for platformers, which I would consider this to be) as well as making it so pressing space outside of a cloud does not freeze your horizontal movement. For the former, probably just clearer pathing/level design would help things (I do see you added a guidance light feature, but it was too quick to persist in my mind). Good work overall and especially for a 2D game in Unreal!

I should also note that I encountered a bug in level 1 where I did not reach the height from the soap bubble to the last cloud, so I landed instead on the terrain to the right side and managed to avoid the rising water. I was basically softlocked at that point though so I did have to jump off and die on the ground, but it felt like an area I shouldn't have been able to access.

(1 edit) (+1)

Thanks so much for trying our game and providing such a informative and constructive comment! 

As you mentioned, the guidance and the jumping feature are the biggest drawbacks to make frustrating experience. We've figured out why the guidance light flashing so fast (it was  not designed to be that way) . The bug zone of level 1 was noticed as well. So the next thing we'll do is to reconsider the tutorial part and polish the jumping mechanics. Soon the developed version will be seen after the jam!

Thank you for giving so much advice again, for this is our second game jam, and you kindness really will help us improve this game and do better in the future.

Great stuff — you’re very welcome and I look forward to playing the developed version!!