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Honestly, it's a good concept with all the movement mechanics you have but I have a couple of critiques. I got to the platforming area with a buncha rock spires after crossing the second bolder that fell and then got stuck in a rock before I could finish lol.

Firstly, holy shit it's 2 gigs, that is WAY too big for a game jam, and it used a lot of my computer's memory in the process too. Not sure what you're doing but you really need to figure out how to optimize your game a bit better going forwards, especially if you want to make a bigger game.

The movement was a bit buggy. Like I said before, I got stuck in a rock while trying to climb it. The climbing mechanic is by far the buggiest, at least visually, and you should probably go back to workshopping that. The level design also is way too difficult, especially with the precision of jumps you're asking of players. One or two like that at the end would be fine, but I seriously spent a minute or two just trying to clear the tutorial rocks. I will say though that I did enjoy the bolder falling sections, both in getting them to fall and then figuring out how to get on top of them once they did. The sliding mechanics also were nice, if not underutilized, and I couldn't figure out how to toggle sprinting (or maybe I just tricked myself into thinking there was sprinting? not sure)

Love the environmental design though, it felt natural and game-y all at once, and I think if you spend more time focusing on these mechanics to refine them then you could get something good.

Hello Adrienntindall and really thanks for yours deep feedbacks.
I think i got what rock are you talking about...
Anyway i tried to compress as much as i could the game size, but the 3d models and textures are pretty of high quality and i did not want to lower it. Even the level design part ended really near the jam deadline.
You mean for buggy climbing mechanic when you climb the entire wall at the end? Or just when you climb the rocks?
By the way is the Shift key that toggles the Sprint ^^ Absolutely i would focus on movements mechanics on the next period :)

Don't worry about how high quality the 3d models and textures are, often times there is definitely room to cut down on the sizes without it looking bad. For reference, something like Mario Odyssey has extremely high quality models and textures, but the game is only 5-6 gigs in size despite being many many hours longer than what you made. A lot of that you have to learn about still, of course, but do try to be mindful of how much strain you're putting on a player's computer.

The camera would jitter while climbing and it wouldn't always put me on the rock I was climbing on, so I would fall down after the animation played (that's exactly how I got stuck in a rock, actually)

Ah! That makes sense, I was pressing it but it didn't feel like it was making me sprint for whatever reason. Might just be a gamefeel thing rather than a mechanical thing at that point.

Perfect, i would think about these things you wrote. Especially for the camera and movements as i already said.
Thanks for trying it again Adrien, and if you would there are some secret plants and spot to explore in the game (Vrylroots) ^^