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(+1)

Ran it on a Samsung Galaxy A10. I had a normal environment; facebook, samsung internet, the youtube app, whatsapp and the clock app running in the background. Wifi on, bluetooth on, data on. This is, after all, the way people really use their phones.

Parallax

First layer behind the terrain (first tree parallax layer) maybe is moving a little slowly relative to the foreground (shrubs?) layer. The front row of trees are basically in step with the leftward movement of the terrain, but visually they're further away so ought to be moving faster? I think.

Length estimation

When you're on a high platform with a big gap, pushing the bridge up means the bridge length is difficult to estimate (luck). Though, this probably would be less of a problem depending on sound design.

Framerate issue

Framerate started to suffer a little after about 10 deaths on a level somewhere around 5, but was fine again after finishing the level. It wasn't huge, but I noticed it because I was looking at the parallax layers.

Lack of clean/disabled input in loads

Tapping the screen to create a bridge, at the moment that the scene reloads after running out of pawprints, sometimes when the scene loads back in the a bridge is already grown, as if you were holding down on the screen for as long as it took to load (maybe do something to ensure clean input between reloads after running out?).

Linked to the previous one, holding down on the screen during that same loading screen (after running out of pawprints) seems to always cause some level of bridge-creation, for the length of time you held during the load (unless the prior "bug" kicks in)

Also linked to the prior two, if I start a level, and just press on the screen and never release, even after the fox walks off the platform into the void, and only release my finger during the loading screen for respawn, the scene loads back in with a bridge fully "built" which falls immediately.

Issues you already mentioned

Of course, this is in addition to the unfinished animations and some bridge lengths getting weird, that you already mentioned. Having a bridge fall, only to "land" a finger's width higher than the platform and so having the (fox?) walk off the edge, is a bit annoying.


Takeaway

Look at:

- Ensuring input is disabled fully and cleaned between levels, and when respawning after dying/running out of pawprints

- Recheck cleanup/other for framerate purposes during a level, is it different from cleanup between levels? It might have just been my phone though.

- Sound design, you really need something even if it is just placeholder.

- Recheck speeds of looping planes for parallax


It also isn't "fun" yet, but then again, that's how all games feel without any audio. Mechanically, it seems pretty sound though, and the art is beautiful.

(1 edit) (+1)

Good morning Joseph!

Firstly, HUUUUGE thanks for your detailed feedback! If everyone would give feedback like this it would be easy to fix bugs!

Lack of sound (effects) is also a known problem which we should fix soon. Your idea about bridge length sound effect was really good and a thing which we should implement to our game!

Inputs and cleanups between/during scenes also need polishing. As well as speed of parallax planes. And maybe players doesn`t want to see fox walking and dropping from a platform. :)

This game is our school project and first mobile game we`re developing so we will highly appreciate feedback like yours, there`s still many things we don`t know yet but we`re learning all the time. We will analyze the feedback and make adjustments to our game, I hope that we will see you playtesting our next versions as well.

Have a nice weekend and pleasant Halloween! 

(+1)

Glad to have been of assistance. I'll keep an eye out for your next testing build!

Great work so far for a school project. :) Happy halloween!