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(+1)

Weird, different browsers I have tried on gave different issues. Not sure if this is a thing to focus on.

I agree with the environment feeling a little bland. I was initially thinking of hand drawn platforms, before realising how much work went into that for other games. As my platforms were all made to be dynamically scaled, hand drawn made the textures stretch which looked really bad, thus the simple color. The initial plan was to build it in a kitchen, considering the home is a rice cooker and the player is a bread. I will look back into hand drawn platforms and see if I can make them work. I will also look into the black line appearing when the bread jump.

On top of the little pause, I was planning to add a indicator, maybe an exclamation mark with a sound effect when you get spotted so the player knows when they are in danger. Some level design for new enemies will also need to be explored.

By shorter, what do you think of zooming out the camera so the player can see more? But I definitely understand the diverging routes being hard to navigate without a map or something similar. So I will need to find a way to guide the player.

The music is already in the works of being updated as it was basically my first time touching anything music related, so I made a extremely short audio that looped.

The upgrades showing more differences is a great idea! I never thought of how to show the slimes being slowed, and only thought of maybe a damage animation/damage indicator for poisoned slimes, but I might work on something different, maybe showing the slime “drunk” in a sense for that instead.

Thank you for the feedback! I will definitely be trying out new ideas to see if they stick. I hope you’ll be able to try it out again when it gets more updates!

I've seen a lot of different entries have various web-built issues, so definitely not a unique problem!

Gosh, yeah, I totally see the scale of the challenge - it sounds like you have a really clear vision of what you want it to look like, and hopefully outside of jam-crunch that'll be fun and easier to implement. A kitchen level as a starting point sounds ace, and there's so many ambient kitchen noises to play around with to pair with that.

Yeah, that sounds helpful, there were times where I wanted to bait a slime slightly towards/away from an edge to make getting past it easier, and an indicator would have made that clearer.

Not specifically, I think the camera positioning was good - I think I was wondering if having fewer overall platforms would make it easier to navigate, and maybe also make the enemy/obstacle density feel higher. However, I think having heard that you're considering making the platforms more unique, that would probably help with the navigation too, so making the level smaller might not be a necessary suggestion, on reflection! It's much easier to remember that you took the drop at the rolling pin than it is the 'slightly wider platform'.

Ooh nice, I've never been very musically-capable, so I was still very impressed by it regardless.

A change in the enemies' animations sounds like a great idea, that would communicate that they've been affected very clearly and also hint at how they might behave as a result, very effective design!

Glad to hear they might have been helpful - I've only played a few platformers, generally more 'casual' ones, and never designed one, so please do take my feedback with a grain of salt. That sounds great, I look forward to it!