Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

First of all, thank you for your feedback! I'm sure that if I end up expanding this game your advice will come up pretty handy! Regarding the comments I'm thinking of a few possibilities of things that might have happened, ending up to you not having the intended experience.

  • About the world not adding to the platformer itself (which was quite buggy): I have seen some cases of players viewing the gameboy screen even when the "lights out" fragments were displaying because of their monitors (of course something to take on account on the future). In this case the aportation of the world to the gameboy is null since you can see the content of the screen constantly and there's not moments "Out of Control" and therefore moments of "Did I fall down or did I get on the platform?" between streetlights fragments.
  • About the gameboy taking more screenspace. There's a function to fix the gameboy to the camera movement and getting it closer by pressing 'E' when facing the gameboy. But in the webGL version it isn't working as reliable as I was expecting so maybe you couldn't even use it at all. 

If you played the "expected experience" and still keep your arguments I'll make my effort to tweak those aspects to make a better experience and make more significant gameplay. Thank you so much!

(+1)

Thank you for being a good sport and your attitude to comments about your game!

I couldn't see my gameboy in the dark and I like this idea on paper. In reality, flickering light was slightly annoying for me to see and sometimes I had to wait for 8-10 seconds before I could move again, so I had to stare at the screen for all that time and do nothing before I could jump to the next platform. I certainly enjoy that you can see the light on the road and anticipate when you will be able to play again, that was a great design choice in my eyes.

As of right now, there's just nothing to do in these periods of darkness. Pressing 'E' definitely helped a lot, I missed it during my first play session, but still the screen could fit 1 more gameboy on each side. What I mean is that the only input-handling mechanism in the game is this gameboy. Basically, your game is centered around a platformer, and the environment has no other important purpose except for darkness. For a platformer, honestly, it is pretty simplistic. Thus, I believe you'd need to either improve its mechanics (screen size could help here again, because you can't fit many things on it right now) or add something else to do for the "dark times".

I haven't played "Five Nights at Freddy's" myself, but from what I could gather, the idea is similar to yours. You stare at the screen for some time, but also there are possibilities to close/open the doors (energy management), look around, choose which screen to monitor and some other "mini-games" which require player's attention and influence the gameplay.

I hope it was helpful to you and please remember these are just my thoughts, other people's experience may be completely different. As far as I understand, it is your first game jam. You honestly did a fantastic job in establishing the environment, that's your strong side and I have no idea how it was possible to accomplish that in just 2 days. I sincerely wish you the best of luck and I hope you'll keep making games. :)

(+1)

Wow, thank you so much! I'm really glad you took some of your time to read my answer and reply with an even more helpful comment. I'm definitely taking on account your feedback and going for the "Five Nights at Freddie's" kind of additions.