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(1 edit) (+1)

Very well done text/speech system! The pseudo-3d/2d hybrid was pretty neat!

I would recommend making the controls work relative to your view. (I figured out the weird camera controls, but the directions were always relative to the world, not the view.)

Also why did you have meta-game stuff like menu screens be unlocked in the world? That seemed really odd.

Overall, very well done for 48 hours! Like, VERY well done! 

Oh I almost forgot to mention, I would recommend super testing your puzzles. Currently it's possible to push the balls into corners such that it's impossible to finish the level.

(+1)

Originally, I incorporated the game features into treasure chests because I wanted the player to feel like they had a buy-in with the tutorial, rather than being given directions. I'm still learning how to make tutorials; a few game jams ago, I wasn't doing them at all... oops. 

I was curious how it'd be received if I treasure-chested the game features, especially since I didn't have plans for other items to put in treasure chests (but I love treasures so much!). I was expecting it to go either way. 

I made the ball-buster after finding a couple dozen places where I was stuck behind balls. Definitely need to get better at level design... >_>

Thank you for the kind and constructive words!

You're welcome! I see your point about the tutorial. That has potential. "Buy-in" is a good way to put it.

Oooh, what's the "Ball-buster?" Maybe I didn't find that.