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(+1)

cool prototype, but its very obvious you ran out of time.

here are my gripes with the game:
1. no tutorial, tho i do get that you ran out of time, at least some minor in-game text would have been nice.

2. no planning ahead. you cant simply go ahead and place boxes where you think bob would land, you have to wait for bob and then reactively put boxes where  he think he might need them. It would be nice to be able to have control of the camera and be able to save the world state even if bob dies. on that note,

3. bob is unpredictable. sometimes he flies through the level all by himself, and sometimes he dies to a random hazard half way through. this makes protecting him 100x times more difficult. it would be better if, given the exact same inputs / world state, that bob made it through / died to the same hazard every time.

4. hazards have weird hitboxes. especially near the waterfall, bob randomly dies on the same platform everytime. it looks like he's dying in thin air for no reason. also, he can die by not going down the pit and going off screen to the right; he dies to nothing.

5. lack of checkpoints. especially when you go to a new screen, you should have checkpoints. 

Honestly, by biggest gripe is #3 and #4. If i cant predict whats going to happen, I'm basically playing a slot machine with extra inputs.

The art was lovely and for a first time game jammer, you guys did a really good job. Keep up the good work!

(2 edits) (+1)

This is by far the best, more helpful, more detailed comment we ever got. Thank you very very much for spending the time to read the game page and the frustrating time it takes to play the game enough to analyze it in such a good way. You have provided very helpful game design comments. We will definitely take all of them into consideration if we ever did a post-jam version, which I think we really should do after reading your comment!

(+1)

you guys should totally do that! id totally play the post jam version!