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Thanks a lot, you initially noticed the biggest problem of our game which is unreliable double jump after jumping too far of a ledge :) I’ve improved it and one can get used to it, but it’s still working differently than players expect.

I don’t quite agree on the game-loop/tutorial. Given there is little content in the game compared to full-sized games, it seemed reasonable to let the player discover what’s going on (exploration aspect) as opposed to hand-holding, providing the sense of achievement to those who bothered, and rage quit for those who didn’t. I’d rather reward the brave few with greater reward than try to appeal to everyone and fail. I’d rather work on mechanics and one single level done right, than split scarce jam resources between real gameplay and tutorial.

Hope that makes some sense, and thanks once again for the constructive feedback :)

(+1)

While I agree about the tutorial not being crucial because of its limited content (relative to full sized game of course), I think it would have been a little more easy to get into if the death timer started after the first time you give fruits to the God ; it would have let people time to understand the goal and get used to the controls without explaining anything and holding their hands, which in my opinion would not negatively affect the experience

Hmm, I didn’t think of that, that might be a good idea.

However, impending doom music kicks in 60 sec before doom so people who didn’t figure out sacrifice would never hear the music and never see the world imploding with a square root shader :D