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(+1)

Hey, that's not a comment anymore, it's a full review, thank you very much :-D!

For the progression, I always try to show things separately and step-by-step, so the player don't get confused and don't have a lot of text to read. I tried to make the tutorial like a mini-game, with the "T to show the Tips" system.

The slowdown was essential for the experience. When it bugged it was really impossible to aim. I hope it felt like going to quantum space ;-)

The inspiration came after the idea of atoms, but it was exactly Puzzle Bobble, the original. I couldn't implement the bounding aim line like they did (spent hours with raycasts without results...) but I think it works alright without it.

I tried to put a lot of animation and SFX in the UI (and in every input or output). For another game I made (here's the link if you want to try it: https://gotm.io/klustergames/colormaze) I had the critic of not having enough game feel, so I always try to work hard on this now. I'm glad to hear that it worked :-D. And I love menus that explain the core game mechanic, I took for Megaman X as you did! (remember the first one, in the menu megaman shoots a semi-charged bullet to choose!)

I'm sorry I didn't explained well how to open the barriers, I thought that with the tip system it would be clearer. Thanks for persevering and finding out how to play!

Thanks again for your comment!

(+1)

Well i try to share all the thoughts i have when i try a game and i know i can sometimes end up in a bit of a wall of text territory ^^'

No problem, from what i experienced since i started my gamedev journey with Godot is that raycasts can sometimes act strangely, i know i've even had my issues with them for this jam so i understand, and like you said your game works fine without the bounding line trajectory, although hvaing bouncing surfaces for the particles could ba a cool way to expand if you plan on adding to it post jam :)

If i get some time after the jam is done i'll see when i can check it out, and i do understand not having much gamefeel for a jam entry cause this really can take some time to add and i know i've had several times where my games lacked any kind of proper feedback at least on intial relase during jams ^^

Some of the later level puzzles can be resolved by bouncing neutrons (the bullets) in walls. Its the aim lines that were rough, so unfortunately the player can't really notice the possibility of the bounce. But one day I'll master those raycasts :-D