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(1 edit)

Some semi-on-the-fly remarks!

Remarks:

  1. I like the music. :)
  2. Ah, the square seems to have non-decreasing inertia when jumping/hovering; which may be fine, depending on how you want the playability to feel.
  3. Colliding with the vertical brown bars makes the square ‘teleport’ higher; are they some sorts of ramps?
  4. Space does not seem to work for jumping (it does apparently nothing), BUT the Up arrow key allows me to fly! And this does not decrease the jump counter. I think this is a ‘gamebreaking’ bug, as it allows the player to completely bypass the limitation on the number of jumps (and makes navigating your way super easy! Super Cube ;)).
    [Space does actually work sometimes, see further below.]
  5. Ah, you must CLICK on the die to roll it! I think this should be made clear somewhere, either in the game or on the game page.
  6. Funny, you can collide (including climbing on) the die! X)
  7. There are few levels, but this is no problem as it serves demonstrating the concept. And it would surely have been longer for me without the flying bug!
  8. Even without flying, I am wondering how you can finish a level if you get few jumps on the counter; I also noticed I was allowed to reroll the die, but then, it amounts to have an infinite amount of jumps.
    If this is the case, I would advise making it harder to reroll; for example, rerolling makes an enemy pop, or decreases your health, or any such limitating mechanism.
  9. Relaunching the game: ah, Space works at the beginning! But once I run out of jumps, this time, I cannot reroll the die, and I have to resort to the flying mechanic… :o I think you need to allow the player rolling the die when he gets to another level; and also to restart a level, if you want to prevent him from rerolling, because otherwise, he is stuck (or should be, without flying ;)).

The idea could be interesting, but there is definitely a need for something else to counterbalance it.

You also need to fix what is apparently a ginormous bug about the jumping-flying! ;) I understand you uploaded the original game jam version, so maybe you did not have time to check or correct this back then.

In conclusion, this is the sketch of a concept that needs to be fleshed out. Keep it up, you can certainly improve the game. :)

(+1)

Thank you for all your comments and remarks. It gives me a good view on what others see, and what I need to think about. 
You are absolutetly right; this is kind of a sketch, and not concidered as a complete game. This is our first attempt on creating a game.

I will look into all the things you say. 

At this time I will only comment the "vertical bars". They are ladders :-D.
Those are meant to be the workaround, if you are in short of available jumps, and sometimes the ladders are necessary too. 

(But I didn't manage to make the "character" walk upwards in them, so I had to make tham as a "rocket-lift" instead :-D :-D :-D )

Thanks for your answer. :)

At this time I will only comment the "vertical bars". They are ladders :-D. […] I had to make tham as a "rocket-lift" instead :-D :-D :-D

Aaaah, all right! XD I was not that far thinking of ramps, then. ;)

Those are meant to be the workaround, if you are in short of available jumps, and sometimes the ladders are necessary too.

Ah, so this answers my question about being possibly stuck in a level! :)
So, my advice would be that there is some disadvantage when you take a ladder. For example, there is an enemy just above, or it takes longer while you have a countdown that forces you to finish the level under some time limit. :)