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(1 edit) (+1)

Good? Nah. Great! Simple? In the BEST ways! I tried my best to break it and I guess I just wasn't creative enough haha. For a game made in 47.5 hrs this is fantastic. For a game made over months this would STILL be fantastic.

Gripes??Well it wouldn't be a game jam if I wasn't just a lil critical. ;D

I found that I had little incentive to have my moves fully plotted out. For a lot of it, I was just using one command set or constantly switching the [Else] input. The [Input] mechanic is super clever for puzzles, forcing me to plot my moves ahead of time which encourages that problem solving part of my brain to go off. Love it. I would like to see it fleshed out though to where I was taking full advantage of all the commands, perhaps level design laid out in a rhythmic way that allowed for easy (though, maybe a little hurried) switching of inputs, mimicking that off a frantic gamer playing a precise platformer. (there was an instance of this in the game, which is what made me have these thoughts)
-EDIT- Upon further reflection I've found that this "platformer" plays more like Castlevania and less like Super Mario Bros and I guess I'd just like it to play more like Super Mario Bros (aka having solid momentum). So more of a subjective critique than an objective one, I'm afraid.

I found my best time (even with a head scratch or two) was had at the end when the game forced me to think fast or die. I really had to have things plotted ahead of time and memorize the layout of the level and that's what I think this mechanic is fantastic for. 

Good. Heckin'. Job, me boyo! -Love BAM

Thanks man <3 this gives me some good stuff to think about. Maybe the rhythm angle is worth exploring!