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Firstly, congrats on your first game jam! Just having something published is a great accomplishment in itself :).

I like where your idea is going and would encourage you to spend more time experimenting on it and building more levels and such. Your visual/audio effects on the abilities felt nice and powerful too. 

Real quick: one bug (not quite a bug but oh well) I encountered was if you walk left you fall off the map forever :(.


My biggest suggestion is to give some visual indication to your players of the systems in your game. 

Health for example, I didn't know if I could get hit twice overall or if it was a different health bar for both characters. Having a little health bar, or maybe just showing some visual cracking on the ice character or the fire character is dimmer can help clue the player in on what their situation is like. 

Another example would be which character you're controlling. Sometimes I found when I had them both near each other I got confused which one I was and ended up using the wrong power. You could have something simple like a halo behind the one currently in control.

Lastly, giving the player an understanding of the time for fusion and the cooldown. All of these things help the player make snap decisions and strategize while playing your game :).


Another suggestion is related to how quickly the enemies attack you. It was frustrating a bit because I couldn't really tell how close I had to be before they'd start attacking me, so maybe some indicator of this. My first thought was like in Metal Gear, the enemies are alerted with that exclamation. You could have that with a quick delay before it starts firing to give the player something to react to.


(As a little hint from a fellow dev. I often forgot to switch my menus back while I was working on them, so I wrote a script that stores 1) a list of all the menus and 2) the specific menu I want to start. Then when that object starts, it disables all menus and enables the specific start menu. That way, no matter which menu I was working on and forget to disable, when I play it'll always bring me back to the right one. Saved me a ton of hardache in the long run!)

Cheers!

Wow. I really appreciate this. Firstly, I explained the game a bit in the description. To be honest my plan was to put all this stuffs you're talking about in the game, but working solo and just for two days ended up more difficult than I expected. I wasnt able to fully polish the game. I was just able to make it a little bit playable before the time ran out. I didn't even have time to play test. If I had. I would have reduced the enemy firing time so as to give people enough time to react.  

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I totally get where you're coming from and did in fact read the description before playing :P. I'm just giving some suggestions to focus on if you plan to work on it after this jam is over :). Also not saying you didn't think of them already, more just pointing out what I thought was important regarding my experience playing to give you new direction or embolden your current direction. Wish you luck!

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I understand and I really appreciate your feedback. I'm thinking of completing the game and I'll be sure to put all these in mind. Thanks for playing. I hope you really enjoyed it.

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Thanks once again. I'll be sure to play your game and also give feedback. And I'll probably fully make the game and release it as a part 2

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I'll follow you to get notified when you publish part 2 :D

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Thank you! More reason to start working on the game as soon as possible. I also followed you back.