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Just completed it, short and sweet :)  (there are just the two levels right? or did i miss some?)

Congratulations on completing your first game/game-jam! This was my first game jam too!

A few pieces of feedback I could give (bare in mind, I never played the original SkyRoads game, so if all these things are this way because you were trying to remain true to the original game, then perhaps ignore me):

-I felt the most fun parts of the game was when I was going fast;  however that also made the game much harder; I found the easiest ways for me to complete the levels was to slow down and jump carefully (but who wants to do that?! :P). I'd suggest giving the player and incentive to go fast, as that's when the game was most fun; maybe you could make the player get to checkpoints in a certain time; or maybe their score for the level is based on how fast they beat the level, so you could make it a speed-runner game of sorts. 

-Stiffen up the controls a bit: the spaceship feels a bit slidy/slippery to control, which is why i had to slow down a bit. At times it was cool when i was going fast and jumped, slid across a platform and made another jump all without slowing down;  but at other times it felt frustrating that i couldn't turn in time.  I'm guessing you used forces to move your rigidbody on the character? Perhaps consider using rigidbody.velocity (which will make it very snappy and no slide); this depends on the kind of game you want to make though :)  I think a good compromise would be to have snappier controls, but a boost function which makes you lose control a bit but lets you go faster; but again, this might be making the game quite different to the original game. 

-More levels ;)  The first level took me a little bit to get used to (you could make it easier to allow the player to get used to the mechanics first), but after i did I found the second level easy enough to get through; and then I was wanting more :) haha. 

Hope this isn't too much text; well done on completing your first jam! *hi5*

If you decide to play/review my game (which I would appreciate, but I don't expect by any means), I made a WebGL version of it which is identical to the official game jam one (bugs and all...) which I put here: https://moocow17.itch.io/rewind-bullethell-web-version  it will save you having to download it. You still have to review on the official page though https://itch.io/jam/brackeys-4/rate/724985 if you want to give it a rating. 

(+1)

Thanks for your comments and for playing the game. Yup, is my first game, and first game jam, so things are a bit buggy. I have tried to make the game similar to the original version, although could not quite get there due to time limitations and also because right now I just don't know how :) But this jam is more of a learning experience for me, so your feedback and tips are much appreciated :)

I will try to improve the controls amongst other things, so thanks again for your feedback. It really helps! *hi5*

For the controls, I've used rigidbody.velocity in my game (the game jam one and the one i'm making in my spare time), so it has that super snappy arcade feel to it. I think that will work for your game too maybe.  It works for my game-jam game, but for my game i'm making in my spare time people have said it feels too artificial (because people can shift from going forward to going backwards instantly). 

Brackeys doesnt go into detail about it, but he mentions a sort of in-between approach in this vid: https://www.youtube.com/watch?v=-rwo_qdLag8 , if you pause at the 1min mark you can see some of the code he uses. I'm thinking of trying a similar approach in the future.

Anyway, best of luck with your future game dev work! 

(+1)

Thanks so much for your tips.. I am using AddForce and it makes everything happen too fast, bit unnatural. Will try out the trick in brackeys video. Thanks and all the best to you too..