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(+3)

I've give this game about 30 minutes or so, and I couldn't finish it.

I really liked the character creator. I'm generally a sucker for character customisation in games. This one obviously is simple, due to game jam constraints, however, it works and I was able to create Poopsickle, the pink and teal, baseball cap wearing tanned and blond nonce with an earring that looks slightly baffled. He was my character and that increases the relatability of the game, in my opinion. I tried calling him Smelly, by the way, but the game didn't like that!

The initial part of the game's narrative worked OK, with some 4th wall breaking. It did grow repetitive and long later, however. From my perspective, too much dialogue, too little playing.

I used an Xbox controller to play, as suggested by the game. The game also said I couldn't complain about the controls, but I'm going to. First the good bits: the game has modular jumping and grace jump as well, which is very rare in game jam entries. Pleasantly surprised to find it here. However, there is no predictable air control, so stopping going left or right in the air immediately stops you, and you can zig zag, which is very hard to control. The same goes for ground movement, it's either all in, or nothing, making precision platforming challenging. Lastly, I don't dig the fact that the jump doesn't really have an arc. When the apex is reached, you immediately start plummeting at max speed. Arguably predictable, but not for me.

The character's invulnerability time is too low, especially when hit by spikes from underneath. This leads to a lot of multiple damaging hits in a row, with little predictability.

I appreciated the frequent checkpoints, however, I found some of them not to work, which forced me to repeat large sections.

The worst part of the player interactions by far is combat. All attacks, both melee and ranged, have substantial delay to them. It makes it difficult to predict and needlessly annoying to deal with enemies. Down and up attacks are finicky, because humans are terrible with analogue sticks. Rogue Legacy is an example of a game that struggles in this area too. I suspect this is why the dev suggested to use the Down direction on a D-Pad instead in a tutorial.

Let's tackle the premise of the game. The game is a large tutorial. From my perspective, this is a poor choice, because tutorials are the least fun part in a game. I really started feeling despondent toward the game over time due to the premise. As for the theme, it's used in dialogue every now and then, but clearly an afterthought.

The art is strange. The character looks and animates great, but by comparison, the enemies are simplistic and seem cobbled together last minute. The biggest issue, however, is with the colour palette. Everything (and I mean everything, even the UI) is 1 colour + Shades of grey: teal. That makes the BG and FG not stand out very well, and the levels look really samey really quickly. So, the art has care in it, but I don't support the artistic vision is a way of putting it, I suppose. Lastly, I think the Particle Systems and the Trail on jumps don't look very good AND don't really fit the toony art style.

Music is alright, but because the game is so long, the loop gets boring quick. The sound effects are fine until you encounter enemies. You hitting them has one of the least empowering SFX I've ever heard. It sounds like me dropping an empty can of tuna onto a wooden floor.

Strange entry for a game jam. Very large game, with little in it unfortunately.

Ok , first of all, your comment got posted twice somehow. So I deleted one of them.

It's sad that you wasn't able to finish it. I now that it's a long tutorial, but you will get the point after you finish it. You were already quite close. There are only two enemy levels before the tutorial is over. Sad that you stopped there. 

Now to your feedback.

This was the first game I really used a system that talks to the player. I agree that I might overdid it with some of the dialogues, but it was somehow fun to write them.

The game only told you not to complain about the controls if you are using the keyboard, so your feedback is ok. We (or mostly I because I was the programmer) took inspiration from Hollow Knight and that game also has this all or nothing control type, which i personally like a lot. For me it makes controlling the character perfect. I hate games where the player has a weird or long acceleration or deceleration phase, because it makes the controls feel floaty or like pulling your character with a spring. But yeah, controls in such type of games are always a point of discussion and you can't make it fit for everybody. Especially not in a game jam :D

I agree with the invulnerability time. Unfortunately the web and windows build have the problem that the flashing of the player is not shown correctly. The white flash is shown as invisible, which I couldn't fix in time... But yeah, increasing the invulnerability time would help, but this could also lead to the player exploiting it. Tricky stuff to tweak.

You have to run through the door to activate the checkpoint. I wanted to add a sound effect, but forgot it due to all the other stuff having priority.

For the combat, I had an instant attack response before, but changed it after tweaking the attacks. I can agree that it's a little tricky to perform the right attack, but there was again not enough time to design the enemy levels. The movement levels before are all carefully designed.

Regarding the theme. I agree that we will not get full points on that, but we had this nice 2D platformer in mind and the story which unravels itself after the tutorial (which you didn't reach). So we went with a game that we enjoyed making instead of some weird game. Similar to your game :D

For the graphics, this should answer our graphics designer. But the particle system and trail were made by me and yeah... Time issue. I had really nice particle systems in mind. The jump effect was done very quick before the submission and I'm not happy too.

I just watched the stream from you playing our game. You literally stopped playing 2 min before the end of the tutorial. Btw, you will not get much more gameplay than the tutorial. That's the reason it is so long. 

Ok, I might sound like I'm defending our game a little too much, but I think your rating was a little to harsh on the game design and fun part. For the greater part of your stream you enjoyed the game. You even found all secret checkpoints/traffic lights. 

And for the game design, you praised us for having grace jumping. We have variable jump height and all the nice stuff a good platformer needs. The gravity might be a bit to high which I will check for sure.

Sorry, but your feedback really hit me hard. Did not expect to get destroyed so hard by you. Next time I will just make a character creation screen :D

(+2)

That's silly. I told you what I think is true. I played your game and enjoyed the first bit of the experience. However, as I progressed, I became weary of it and by the end I was happy to quit and didn't want to go back to it.

You have three options as to what to do with the feedback:
1. Be all depressed
2. Ignore it
3. Take notes on what you think can be improved and keep the learnings for future projects or to improve this one, should you want to

I strongly recommend 3. Best of luck :)

Yeah, my answers where written in a bad mood. I'm already over it now and I chose option 3.