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(+1)

Hey, im really late to replying, but thanks for the feedback!


The title screen was something I was gonna add, but I got sick halfway through the development part of the Jam, so I had to focus my priorities elsewhere, though a V2 might add that.

As for the tutorial, I didn't really wanna include it here and wanted to do something like SMB1, where the tutorial is hidden in the start section itself with what you have to do to get upwards, but that was poorly done, my apologies! I'll likely add some button prompts in a later version too!

The audio being loud is a bit weird, since that wasn't a problem for me, but i'll look into audio adjustment settings.

Looking back on the character, it definitely should've had noticeable gloves, a beanie, or something else other than a scarf, i agree. He does look like a superhuman :P


I think you're reading some of the animations wrong though, since when the character jumps, he isn't opening his mouth, his scarf is just moving upwards as a way to convey motion.

Though I do admit the extension of arms and legs for the jump and the wallsliding animation look a bit iffy

Squash and Stretch was something i forgot to add though :P

The biggest problem I see with this game is the lack of communication, which I agree with. I do think i should've conveyed the direction of where to go better by blocking off the right path at the start and things like that.

The death animation was something I was also gonna add just like the title screen, but was cut for similar reasons. I agree it looks weird though as it currently is

The controls are a bit too fidgety/frantic, i agree with you there.

And the level design was made after the controls, but I do agree that the tight spaces could've been fixed too.

I also probably should've added a SFX to the button like you said :P

The mode idea is that each statue alters your movement, thus making you enter a different mode, thats where it fits in


Overall, thanks so much for the feedback, I really appreciate it :)

(+1)

SMB "tutorial" through gameplay worked because it has simple buttons (hardware wise) meanwhile your game in the other hand is made for computer where buttons are more complex since keyboard have a lot of it. Movement wise, mario's simple buttons are also tied with it's movements: there's no double jump in original SMB and people naturally shoot fireball when they try pressing the other button. It comes naturally and people don't have to find out any "hidden" mechanic behind those buttons (like finding out if pressing the button again in mid air might do something or not)

I'd say to take a different level design and control approach if you want to apply the simplistic no tutorial style since it definitely don't match the "open world" level model you're going for right now.

Best on luck on your craft and continuing it!

Yeah, that’s true.