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- Did the game look and feel smooth on your machine?

- Works perfectly fine.


- Could you navigate the levels without confusion?

- "Level Select" has collision shapes which tracks Overlap, I'm entering the level immediately by touching the collision shape by subpixel of the character's mesh. Needs more room to move around, and Interaction with a signboard of desired level instead of Collision Shape->Begin Overlap event.


- Was the game too easy/challenging?

- Inconsistent. It has some strange game design. Why can the generic platform (fish in the water) do damage to me? My hits can whiff at point blank, making me open for incoming damage. The character's mesh is rotated instead of flipping, probably it is intentional but common Platformer games usually utilizes the mirroring of character's sprites. To flip the mesh, multiply Y.scale by -1.0f instead of adding +180.0f to the Z.rotation.


- Did you have fun playing?

- Thanks for gamepad support. It was very fun until Level 4, where the environment was too hostile with all these fish-like platforms and fires always hurt me.


- All other feedback is greatly appreciated as well!

- You're using [Destroy Actor] blueprint node which makes the target Actor disappear instantly. Instead, I would recommend to make some animation of destruction/death, make the enemy's mesh dissolve (Mask out the opacity in Material properties. You will need a Dynamic Material Instance to operate the Scalar Parameter values in Blueprints), and call [Destroy Actor] just after that.

Thank you for playing!  I appreciate the feedback, this will help me improve the game and help me make things fun for more players for sure!  Level select is a great call out, interaction would be a good idea along with just making it more spacious in general.  I have even toyed with the idea of making it a top down view more like Super Mario World or Shovel Knight and just make a Hub World map that opens up as you beat levels... I might get more serious about implementing that as well.  I'll try some things and see what works.

I hear you about the design confusion, the Longnose Gar (fish) character was not intended to be a platform but rather just an enemy (they are a natural predator of crabs among other things) that players could ride on or use as platforms if they wanted to.  I may set the collider so the player cannot stand on the fishes back in the future, it should not be necessary to complete any of the levels at this point.  I got this note twice just here at the end so it does feel like something I should try to address.  And the flipping is not a bad idea as well, I like the visual of the fish actually rotating around but gameplay is king for sure, I don't want it to make the game feel more frustrating and less fun.

Thank you for the Opacity fade out suggestion for enemy deaths though, I will start looking into that right away I think I could improve a few of my games with that feature.  The instant removal can be a bit jarring.  Plus I could probably use the same effect for the player during invulnerability frames... good idea for so many things!

I have run really short of time this week, and I don't think I managed to get to your game over the weekend but I saw the gameplay video was posted.  I'll be sure to at least check that out and give a rating!  

Thanks again and good luck with your game development!

Yes, by the way, in my game, I'm using a same distortion visual effect based on opacity mask on Yin-Yang Orbs and Golden Spikes, you may notice how they gradually appears and disappears over time before being destroyed. And a character on right side is mirrored by setting Y.scale = -1.0f. I'm sure that will help!