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I was really impressed by this. I thought at first it was going to maybe be too simple because the numbered doors revealed the order of operations, but then as you introduced new mechanics it really added to the complexity in a good way. I even got stumped for a bit on level 10 trying to figure out how to get both 2 and 1 back. Having each number have its own special powers is a cool idea and I was looking forward to seeing each new power. 

The dimension change mechanic was a little finnicky and I ended up clipping into a wall once, again in level 10, and had to restart. I almost got caught again when I dimension hopped in level 11, but I managed to get out of it somehow by jumping and dropping the number. I'd change the switch number/use power button to something other than right mouse, since during gameplay everything else uses the keyboard and it's not like we need to use the mouse to aim it. 

If you wanted to build on this game later, I'd say give it another art pass for polish. The art itself is fine, it's just that some of it seems to be scaled up like the podiums and some of it seems to be scaled down like the robot, so his pixels get smooshed together and his arms disappear when he rotates. The red and green light on the weighted button also seems way thinner than anything else. You can variate line weight of course, but with pixel art it looks a lot cleaner if you establish a minimum pixel size and keep it standard across the entire project to keep it more cohesive looking. Now that you know how big everything is going to be, you can redraw it so the big objects have more detail and the small objects have less detail.

Regardless, this is a complete experience and a very fun game. Even little things like the bouncy black circle used in the level transitions are so polished. This is excellent, congrats!

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Whow, that is a lot of feedback! I very much appreciate that you wnet deep into analyzing the whole game. Thank you! 

About the controls: Even when developing the game I sometimes encountered that the player would suddenly clip into the wall when phasing through platforms or when teleporting, but at the end I decided to not really look too much into it, since it would take a lot of time to get the controller and collision working flawlessly. Though I do think that I have messed up when programming the controller, so maybe that had something to do with it. And everything can't be perfect in a 3 day GameJam ;)

I very much agree with you on the art. Because I'm not great at drawing I resorted to what I was able to do, and that was the result. As I was putting in the drawings into the game, the varying sizes and outlines of the different drawings were also kind of weird. 

Either way, I am very glad you enjoyed playing it and gave all of this feedback! Thanks to you and people like you I can apply those feedbacks in later projects/GameJams. Thank you very, VERY much!