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It's kinda hard to see where the game was going since I don't fully understand the concept and the controls behind it.  But I did manage to figure it out enough to "win" by getting small enough.  Plus I mean seeing a Godot game is always a welcome sight :3.  Anyway though I feel like the fact there's no instructions ingame or on the page is a bit unhelpful.  Since it took me a bit to figure out exactly what to do, and I still don't really understand it after doing it.  So some finer feedback:

  • A tutorial obviously like I said, though also obviously jam time + self restrictions as you said.  It would definitely be welcome though.
  • A clearer setup, and exit would be nice.  Since currently I seemed to be small enough to exit a lot, but it never actually let me?  Which was sorta weird.  So maybe making the size needed clearer somehow?  Possibly with a number or an image of the player at that size next to it?
  • The enemies being unable to enter the "shrink zone" lead to some interesting strategy of moving them away from where I was attempting to go.  So maybe you could capitalize on that depending where you take the game.  Mess with the strategy a bit by having enemies that just defend, or harder to trick ones.  Maybe immobile ones?  Stuff like that.  Cause that was definitely an interesting portion.  As well if you went down that route you could add a soft timer by having the player shrink every few seconds while in the "shrink zone" so that they can't just stay in it forever, they do have to be in danger from the enemies.  

Thank you for playing our game!  

This was our first jam and we started a bit late which led to our scope management being a bit off considering our experience working under time pressure. We definitely didn't manage to ship the game that was eventually released which is unfortunate, but we still learnt a lot from it.

Your feedback is really interesting, a bunch of the ideas you mention we'd not even considered. A size indicator could have definitely been useful, it's easy to take things for granted as someone whos worked on it a lot and little details like that easily slip through, especially under time pressure.

We were hoping to do some of the things you mentioned we had art ready for another enemy that didn't make the crunch which was really unfortunate as it could have brought a lot to the gameplay.  A cleaner look to the background and a UI was also something we wanted. 

But I'm glad you enjoyed playing around the shrinker and managing to find elements of strategy, it was something we too found when playtesting, which just led to us adding things to the list of "post-jam content" :'(