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(+1)

Some general feedback, in no particular order:

1. Add some sounds, especially to revolver (I like to add placeholder sounds as early as possible)

2. Timer, maybe with "time to beat" would be a nice feature, and would make me take risks. For example on "day-night" I just sort of stop during the "night", but if there was a timer ticking away I'd be willing to take a leap of faith just to beat it

3. I like how levels progress. First ones are pretty basic, then the revolver is a nice addition, and the final one makes good use of color, and fog.

4. Restarting levels could be faster. Check out how its done in 'hotline miami' or 'celeste'- restarting after failure is keypress away.

5. This is personal opinion, but for me fake platforms feel like the game's cheating. Like- if I fail on the last level (again, the best one) it's because I mistimed a jump, wasn't fast or precise enough with my shots. You know- my skill wasn't up to the challenge. Fake platforms have nothing to do with skill- I thought the platform is there, but, oops, it's a fake one!

6. Last level again! Man- I just loved the moment I figured out the best way to beat the purple- red platforms at the start was jumping over two at once, and then try to shoot the red one!


Over all- this is one of the simpler submissions, but I like it! Keep up the good work!

(4 edits)

Thank you for the feedback !

1) I admit that I was a bit lazy with the sound in this game, because I tried to create my own audio melody and I usually use Bosca Ceoil for my games, but in this case Bosca Ceoil is better either for horror games or for games retro. The gun was later added when I saw that most of the games in GameJams had this requirement fulfilled.

2) I was thinking of putting a timer, but which can be activated optionally if the player wants this (there are also cases of players who want to be safe and wait until everything is well lit so they can jump).

3) Thank you very much! I created the last special level as a kind of "bonus" for the players and to give them a different atmosphere of the game.

4) I admit that restarting the level is a bit slow, but this is to give the game a more interesting aspect, but I suppose I can add an option in which the player dies faster if he wants.

5) Yes, I have received problems related to level 2. It's a bit difficult to do, especially if you don't know what the platforms are (as the creator of the game, it seems easy to me, because I know where the fake platforms are). To fix the problem with level 2, I will probably replace it with a level quite similar to level 4 so that there are no future problems (these in a future update and if there are more requirements).

6) I'm glad to see that most players love level 6, my only fear with it was that it wouldn't be considered too hard. I'm glad this wasn't a problem for you.

Thank you very much once again for giving the game a try and for finishing it. :)

(+1)

About last level again. It's ok if it's difficult, since previous levels already ease you in the game mechanics. You know how everything works, so you are ready to take on the challenge. Also- I think you should lean in into those vibrant colors. Check this. This is 'Spent Casings'- one of the other games from this jam (worth checking, I might add).  It looks cool, because it went really hard on the post-processing. Something simmilar happens on your level 6. Colors are vibrant, the revolver is just a silhouette and the vision range is reduced, but it just looks cool!

As for sounds. Having any audio feedback for a gunshot is better than no sound at all. I often use freesound.org - they have a ton of sounds available with CC0 license (you are required to name the author in the credits).

Thank you very much! I will try to use it too . Usually, in the games I create, I notice that they lack many things, because I always have this mechanism to try to do everything myself in creating the game. But I suppose that a few things taken from other sites wouldn't hurt... Thanks again.