Gosh, that was suprising and intence! I really like it.
First stage is gorgeous. Lovely art and animations, simple but delivering sounds and music. Nicely made puzzles which allows to think but not hard enough. In this part I only want to mention about metal bar visibility as it looks like part of the stairs and I didn't notice it at all. Those prank animations are very enjoying! And the moment dog because angry - oh boy.
Second stage was surprising! Once it started I thought it might be not a good idea to mix puzzle with side-scrolling shooter mechanic. I'm still think it's debatable as it's messing with player's expectation and sometimes it's too much. Like, if I would like to play puzzle, I will be bored with side-scrolling elements. But Nier Automata exists and plenty of other games, so it's debatable, as I said.
Returning to the second stage. It starts slowly, so I thought it would be a passable stage. But once dog started to shoot lasers from eyes I was very into it. In the end there was chaos and I enjoyed it. I think second stage needs more polish than first stage. So there would be more feedback:
- First run I was just running left and right . Because of dog movement I thought what I can move only horizontally. Second try I tried to jump and was suprised I can move in all directions
- Ambigious character collision block. Usually in bullet-hell games player has very tiny collider. If you make it the same as player sprite it would feel... wrong. It might counter intuitive but it's the same as "coyote jump". This "collider" usually pretty visible and somewhere near the center of sprite so player starts to recognize which part of himself he needs to save from bullets.
- Because of some angles enemy can shoot and bullets can fly it looks like there is no way but just go through bullets, sometimes. That's usually what developer would like to avoid. Redicing collision also can help with it to allow player depend on his skill and not be soft locked by situation
- Auto shoot while mouse button is pressed. Press to shoot each time is enjoyable for big "badabum" and impactful things. But for regular shooing - it's annoing.
- Increase bullet speed. The first urge for a player to put a mouse over enemy and shoot. With current bullet speed you need to "guess" position of enemy and shoot where enemy will be. It might work in some games but here player need a lot of attention to the ground, so extra attention for enemy velocity and future position seems a little bit off.
- If incresing bullet speed is not an option or to provide something extra, it might be helpful to change enemy movement pattern to "stop - shoot - move - repeat" so player can avoid moving cursor left and right and just make a lot of damage to enemy while he is standing..
Heh... That was much... I really enjoyed the game.
You have my 5/5 on each category (not many games have), so count that when you'll read my feedback :)
Viewing post in Punky Monkey jam comments
Oh wow! Thank you for the awesome feedback!
There are definitely a lot of things that need to be improved.
The contrast of the genres of level 1 and level 2 is intentional due to the theme of this jam. Just wanted to accent the "calm", and the "storm" part =)
About the second stage..
- The movement: We thought it would be more obvious for people that you can move the monkey the same way you did in the previous stage: on the whole "floor" area.
- The collider matches the body of the monkey. I agree, sometimes there is no way to avoid the bullets.. But the player can notice that regular bullets do much less damage than lasers and explosions. So if there is an option to get hit by a regular bullet, but avoid lasers and explosions - that would be the right choice, so you can survive longer and "calm down" the dog. Maybe one of the options would be to increase the angle between the bullets in bursts...
- Auto shooting while the mouse button is pressed - agreed 100%, don't have any excuses XD
- Increasing the bullet speed. We were afraid that this stage would be too easy for players (which would make this little game too boring). So "calculating" the trajectory of the bullets was intentional. Now you have to be focused on the gound while shooting a little ahead of the dog.
Thank you for your feedback!
A lot of what I said sounded like "It's not a bug, it's a feature" XD But the truth is.. We like to experiment, and really appreciate feedback like this!