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(+1)

Good basic tutorial; you just miss a box and enemies tutorial. Good progression system with the missing blocks.


Bugs:

On death there is random % to respawn at the begin of the tutorial. After it happens, on death you will forever respawn at the beginning of the tutorial.

I had strange pixelation on top of the screen.


Design problems:

when you rescue a buddy doesn't update the buddy counter, only when you finish the level. I can understand that, but make a player know how many buddies he has already saved in a level.

A general problem of health pickups balance. We are in level 1, and you put an helm pickup only on the most stupid challenge. 

More on health: An open level to explore collides with your old design to have a 2hp system. If this is a collectaton you can't make the player die and restart the whole thing after 2 mistakes (1 for lava). Add this to the respawn bug and the game becomes almost unplayable. 

Your demo made me realize how important common coins are into a level. Just imagine a mario level and remove all coins and most of the enemies. You need some short term goals that moves you through the level and make the journey interesting: coins, enemies, powerups etc

In a more general sense, you need to make your levels fun to explore.


Final thoughts, I'm always blunt:

A 2d semiopen world collectaton is a great idea, but I dunno if your game can translate into it. You will need a ton of work to make it viable. Can you really think 3-4 powerups that change the way you interact with a level in a meaningful way? (see mario sunshine/odyseey).

But here comes my bluntness: In my opinion this change is pure scope creep. This to me doesn't seem a genuine attempt to make your game better. Your systems are there, they are basic, but it's not a fault to have a simple game. You need content. You should make levels for your game for a month. A whole month making levels. 

Then, if you want, mix them into 3-4 big levels.

If you wanna really try the collectaton route, (re)play the masterpieces of the genre, and then see why copycats like yooka laylee failed. 

GL buddy.

(+1)

I still don't know why that bug with the respawning happens.

The pixelation is some weirdness with the cutoff value of the shader I use for the screen transitions. It's always there so those pixels just stay somehow.

I agree that this open level design was just a really bad idea. Sometimes you get one of those and just go for it with blinders on. Initially I thought few, large levels would be just as easy to design as many small levels, not the case.

I'm going back to the earlier design. It just worked better. Plus, this was originally meant to be a small learning project. Even at this point I'm well beyond that lol.

Talking about some minor collectible like coins, I've been meaning to add that for ages but I just can't come up with anything that isn't super generic, like  coins.

Thanks for playing man.