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(1 edit) (+1)

Yeah, when I got to the first Jelli, I got stuck in the wall sliding animation and the game froze.

I liked the walljump mechanics, one of the platforming sections in level 2 was legitimately quite fun!

I wish there was some indication of how many honey buns you needed to unlock each level - you'd think with all the NPC dialogue stuffed into the first level, there'd be some actually useful information conveyed lol. It's also odd to have a game designed around replaying levels, but the levels also completely reset when you return to them?

Some of the sections seemed a bit unfair, for instance in level 2 at the big hat guy there's some honey buns underneath, but when you jump to collect them you jump into some thorns you couldn't see.

Also, I was kinda the opposite of Steventus - I didn't realize you COULD beat the enemies & poison (?) flowers that dropped from the ceiling by jumping on them!

I appreciate you playing and apologize for the game freezing on the first Jelli. I'm so glad you enjoyed the walljump mechanics! The world map shows how many are needed, but you're right, I should add how many you need to the dialog which I can cut in other places because sheesh its a lot😂 

The levels being completely reset is something I'm contending with changing, but I wanted to get some more playtesting first to decide whether it needed to be changed.

And you didn't know you could beat the enemies by jumping on them? I might need work on the reading of some of these enemies.
Thanks so much for your honest feedback. It's given me a lot to consider and work on!

(+1)

Well it's more that if something poisonous drips from the ceiling, I'd assume the thing that forms on the ground is also something I'm not supposed to step on.

I know the world map shows how many you need, but I only saw the world map after I beat the first level, and I'm not sure there's a way to see the cost for future levels without getting past the current level?

Oh that all makes sense. Looking at the color of the poison, I might need to change its color and shape. 
Not being shown the cost of the next level when the game opens on the first level is a bit of an oversight on my part. I'll have to fix that.
Thanks for clarifying.

(+1)

Actually, one more thing. IDK what the worlds are like later in the game, but for now it seems pretty linear.

So if you can't progress to the next level without collecting enough honey buns... why not just require a certain number of honey buns before you can go through the exit?

I suppose because honey buns are fungible, which means you could get 100% of the buns on level 1 and then only a couple on level 2 to unlock level 3? But IDK, maybe take another look at your overall game design to see what you want the purpose of the collectables to actually be.

The idea is that each level has 20 hunny buns and requires a total amount of hunny buns to unlock the next level with subsequent levels requiring larger amounts as the game progresses.  I originally had the exit of the level blocked if you didn't have enough for the next level, but that wasn't received well so I changed it.

The total requirement to unlock levels doesn't require collecting all 20 hunny buns for each level. I guess I could try a middle ground for locking the level exit🤔


Thanks for giving me more to think about.