Hey, I had fun with your game! Going to leave my thoughts here:
The Excellent:
- The player feedback was done beautifully. Floating damage text, explosions, screen shake; all of these things go a long way in making the player feel like they are actually doing something, so hats off to you there!
- UI was very clean and easy to understand; this is a part of a game that is very often overlooked, especially in a jam setting. Glad that it had style & fit with the overall tone of the game.
- Weapon variety was also a great surprise; all the weapons were unique and had a very different feel to them.
- The music was a perfect fit; kudos on that.
The Good:
- The non-linearity of the levels were cool! I liked how you had to fall down off platforms in order to progress past walls that looked to block your path. My only point of feedback here is that I would have liked to see a bit a variety in the visual style of the levels (I think even a simple swap of color palette between levels could have been enough).
- The animations were simple but effective! I can tell you thought about how your enemies would move and what animations would fit them best given their "anatomy".
- The boss fight at the end was a funny surprise; I wish that there were some mechanics in the fight however. It kinda just took the punishment I was dishing out.
- The blurbs of the story given between levels was short, sweet, and effective in giving some context to the world.
The Improvable:
- I think adding a few additional movement options would have made the traversal around the level more interesting as well as adding an additional layer to combat. Maybe a slide that you could jump out of and maintain momentum from? Or a dash / blink that allowed the player to have a quick burst of speed?
- I would have liked to see more enemies / enemy types. It was nice that there was two, but they essentially did the same thing. I think there's a lot of cool space to explore here that would make the gameplay more interesting and could be an avenue for innovation for your game.
- There's a small list of minor improvements that I believe would be a relatively small lift that would impact the playability of your game in a major way: FoV slider, a directional indicator for when you get hit, adjustable mouse sensitivity, some sort of enemy health indicator, and a simple enemy radar.
All in all, I had fun playing your game! I think it's a great basis for a game that can be great. I hope you continue making fun experiences in the future, weather it be this game or not!
Viewing post in Blitzkraft jam comments
Some responses to this excellent and thorough comment.
-I worked on player feedback for what felt like half the jam, so I'm glad it paid off. I wanted this to be my "juiciest" game ever and... it is. Definitely
-Thanks for the complement on the UI. I don't think it's one of my strong points as a designer, I have a notion that having UI is probably a sign you're not communicating the information in the right place, but it is admittedly sometimes unavoidable.
-I actually had designs for 10 levels sketched out, but after I had this many, I sort of thought "You know, this is about the right length for a jam game." I wanted them to continue increasing in complexity and challenge, of course.
-I'm glad you liked the story elements! Hollow Knight and Elden Ring, that whole vibe of evocative less-is-more storytelling really had an effect on me and pushes me to try and craft a story and world in the tightest constraints possible.
-I pretty much agree on all three of your 'improvables', so I think we see eye-to-eye.
Thanks SevenExtra. I also really dug Tetratonic! Best of luck of in all your video game futures.