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i've seen similar ideas a couple of times now, but you definetely pushed it the farthest!

you certainly found a lot of creative ways for dead bodys to be used.
graphics and music were spot on, as well!
here are some minor points, that might help (or not ;-)


- i imagine you didn't have a gamepad to test, right? because movement on the RIGHT stick was super strange. also: jump not being on the lower button kept confusing me till the end - that's like the 1 convention all the console makers agreed upon ;-)

- i think the hitbox should be a little smaller especially around the head - at least when it comes to receiving damage/hitting spike/edges of platforms. I was getting a lot of deaths that felt unfair/incorrect. also: involuntary head bumps.

- the wall slide gets triggered a little too early for my taste. lots of unwanted wall clutching

- I do prefer a controllable jump height through how long you push the jump button - so just a little hop when you tap it -> high jump with a long button push. it gives you more control imo.

- ok last one: I think you introduced a lot of mechanics, but you didn't really use them to build puzzles. it was like the whole game was a tutorial. some levels where a bit tricky to execute, but I don't recall a moment where I actually had to think about a solution. so instead of introducing a new ideas every 2 rooms, I think the game would benefit from exploring a single mechanic and get creative with it for a couple of rooms, before introducing a new one. (I'm thinking about portal here. which clearly, you did too ;-)

all in all: very strong entry though!

I didn't test the controller, which was a huge error on my part. I wasn't expecting anyone to use controller with a game jam game, but that isn't an excuse. Your arguments regarding the controller set-up are all fair and I agree with them.

The hitboxes could use some work, I agree. The jumping, sliding, and running animations al have the same hitbox, but the sprite doesn't necessarily conform to it at all times. This would be a great polish point.

I had the opposite problem with wall slides, where I wouldn't grab on. As part of jumping and wall sliding there is a bit of user error allowed, you can jump about 10 pixels above the ground for example. I could tone down the wall slide buffer zone.

Controllable jump height would have been great. I wish I had thought abut it. Beating myself up about it now. What 2D platformer doesn't have controllable jump height? 

The game does lack depth. I generally have 1 room intro, and one room basic implementation, but no mastery rooms afterwards. I am  aware of puzzle introduction structure, but I felt I could skimp a little here due to it being a game jam.

I'm impressed by this reply.