Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits) (+1)

Game was pretty fun to go through. The powerups were both movement based but felt unique enough from each other and the graphics were nice

If you continue this more post jam heres some ideas on ways you could improve the game:

- When giving people to option to consume (or when they get a new powerup) show the button that will activate that on screen. Ended up forgetting which button I had to click which then required referencing the game page again or button mashing to find the key that worked

- With keyboard controls it was a bit awkward to press q when the hand was already focused on movement. This is compounded with needing to then use the movement to fully utilize the q ability. The right hand wasnt doing anything so some controls could be moved over to there with a wasd jkl control scheme or something else

- In the dark areas of the game it can get hard to see things at points especially on less bright screens since most objects become shades of purple or black. Having some way to add more contrast there would go a long way for readability

- Having smoother room transitions (felt a bit awkward to suddenly be teleported into light or dark)

- Adding some more weight to actions (such as jumping, dying, etc.). A bit of tweens doing some squash and stretch goes a really long way into making things feel polished and theyre pretty easy to do in godot

- Adding in input buffering for the jumps. This goes along with coyote time in helping people feel like their inputs are being read by the game. Its essentially letting people hit the jump button a bit before they touch the ground and still counting that as a jump when they hit the ground (to jump instantly upon landing)

Thank you for playing! I will be updating this post-jam (not an insane amount I think, but definitely with QoL improvements).

  • Definitely, I ran out of time and left it as is on that one! Unfortunately, there was a controls page on the pause screen, but it seems people didn't really notice it :( I probably should have put UI in the main game to remind players that pausing was an option.
  • That might be a consequence of my preferences. I really like and am used to one-handed control schemes; introducing custom keybinds would probably be the best solution at the end of the day.
  • That makes sense on the lighting front. It needed a little more polish on those areas; although I am overall happy with them.
  • Yeah, another area where it was "good enough" and I had to move on. I have some ideas on how to make them smoother and will try them out.
  • Totally makes sense; I felt like dying also deserved a sound effect too, but didn't have quite enough time to do it justice. Would make it feel a little more full.
  • I debated on this one and personally felt satisfied with not having buffering/early-jumping (turning jump on just above the ground); I have coyote time, it's just pretty subtle coyote time. Post-jam I will play around with it and see what feels good.