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A platformer with a buddy system.

Fun:

This had an interesting idea, a platformer where your little buddy does the damage dealing. The main critiques I could point out was having to restart the game completely over really take enjoyment away from the game. I know you will update it, but as it, it hinders the game. The physics of the game was also a little too inconsistent. Some jumps would be completely failed even though it didn't feel like the player's fault for the failed attempt. The little buddy that flew around you and attacked the enemies was a really cool concept and I enjoyed the fact that you could upgrade this feature.

Innovation/Theme:

The main gameplay of a platformer with quirky physics isn't entirely unique, however the introduction of the little buddy that flies around you and deals out damage was clever, and it helped fit the theme!

Graphics:

The basic geometry shapes would generally be a sign that the devs just didn't have time to replace their placeholder sprites/gameobjects, however this game is based around the idea of geometry. So it makes sense here. The simplistic all white and black game world is on par with this type of game, and you had decent use of post-processing techniques.

Audio:

The audio was again decent for what the game was. It matched and signified what it needed too.

Game Design:

Overall the game was a solid entry. Some areas that could be improved is the pacing, such as it takes a couple minutes to get to any real gameplay. And it didn't have much of a hook to keep a player that long. There was a story element, and it tried to setup intrigue, but again the pace of it was too slow. Scrolling text is hard to get right, If possible increase the speed of the scroll, or when you have a skip dialogue option, have it instantly display the text instead of just a faster scroll speed. The major obvious issue was when the player dies you had to reset from the very beginning. Taking away a lot of enjoyment. Also when you give the player options for upgrades at the beginning of the game, the player has zero comparison of what they are upgrading. Typically you need to ease the player into those types of options. Maybe only allow movement based upgrades for the first couple levels, since that's all the player sees. You should also do a segment where the player can encounter the enemy for a first time, that leaves the player in a safe state. That way they can learn how to handle enemies, then take that knowledge and apply it to a real level scenario.  The first real level with enemies can allow the player to get overwhelmed very easily with enemies spawning in fairly quickly, and if your little buddy isn't fast/strong enough, then enemies fill the screen quickly. I think if you could polish up this type of area first, then it would greatly help you out. The game has a strong base. So keep working on it and see where it takes you!

Some references for good game design videos:

https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw

https://www.youtube.com/channel/UC0JB7TSe49lg56u6qH8y_MQ


I streamed the game here:

(1 edit) (+1)

Thank you so much for your review!
Most oft the things you have listed here as negatives won't be a factor anymore when I update the game after the jam is over. But I also understand that you have to rate the game as it currently is. During development I focused  more on getting my code base right, so I can easily expand the game later on (for example, I already have double the amount of upgrades in the game, just deactivated most due to time constrains). The upgrade system is something players will have to explore for themselves over multiple playthroughs. The same goes for the game world and all its hidden secrets. But that's why I have the narrator(s) and the dialogue talk about the upgrades and what their purpose is. The whole tutorial section isn't really done yet, like as you mentioned, there will be introductories to single enemys and the combat system and all that. It's all planned out, one week just hasn't been long enough doing this all by myself. The game will eventually have a save/resume anywhere playstyle for the story and a dedicated speedrun mode with virtually no downtime and disabled dialogue. And SO much more! If you liked the whole idea of the game (which it seems you did), please try out the game again after its first official update (after the voting phase is done) and see, if it changes your mind. Thanks again, Sfunk!

(+1)

I think overall what you had was a strong start. It sounds like you have a plan to streamline the gameplay and everything else, which is nice. And I could see the game growing from where it currently is at. So either way, you still did a very solid effort!

Hey there, Sfunk!
Quick update: The post-jam update is live!
You can read what has changed here (or just see for yourself).
Hope you give it another try. :)

https://unicae.itch.io/hexandagon