Oh ok lol, web builds do seem to struggle with lag a lot more - we had a similar issue in our game with particles causing a lot of lag so had to remove them :(
Not sure of a fix for the lag unfortunately
Thanks for playing and for the feedback! I agree about the comic strip, I wanted to try and make it feel like it was going on *slightly* too long to catch the player more off guard but think I went a bit too overboard on this lol.
In terms of the bat, it's actually a hand! I'm not sure if this would make it feel more intuitive to play as I agree if it was a bat then the pivot being in the middle would feel weird!
Yeah you've definitely managed to make a fun rage/puzzle platformer!
I think the only level that didn't fit was level 10 as you mentioned, as there isn't really any puzzle elements but I can see this as more of a rage level. The final jump being precise is cool but I think the character controller isn't quite responsive enough and coupled with the spike moving it feels more like a leap of faith, which seems slightly unfair to the player and not that rewarding.
Level 12 introduces a really cool concept and shows it off in a really fun way, I just wish it didn't have the random flags popping out as I feel they only serve to annoy on a level that is otherwise very well thought out and requires puzzle solving from the player (it's annoying when you are trying to figure out a puzzle and then suddenly die through no fault of your own is what I'm getting at!).
That being said the way you teach new mechanics and test what the player thinks they know by flipping stuff on its head (this is most present in the first 6 or so levels) is really good, and there was a lot of "gotcha" moments that were done amazingly!
Cool game, I really like the puzzle design on most of the levels but I think it is sometimes ruined by unnecessary rage platformer elements (which is fine if that's what you were going for but I just feel you're devaluing your own product as you're clearly a talented puzzle designer). My other feedback would be to make sure sprites aren't blurry. Fun game either way and definitely made me laugh!
Cool platformer, I like the creative endings you came up with! My main feedback would be to make sure you keep elements within the game consistent, e.g. if a type of floor lets you pass through the bottom of it then it should always allow you to do this (and if you don't want it to then give the player some visual indicator of this different behaviour by changing the colour/texture). This can really help the player experience as they are able to more intuitively traverse the levels.
Cool idea, the concept is unique and has real potential. Main feedback I would give is more tutorialisation, giving the player more information, e.g. where the goblin starts, and also it's really important to make the artstyle cohesive which can be done by ensuring all pixels are the same size and you stick to a colour palette.
(Also there was some lag when new objects spawned in for the first time, you can fix this by using PRELOAD instead of LOAD)
Interesting game, the art style is the best part of the game imo. My main feedback would be to improve the gameplay, even if it's just adding more indicators to the player of what consequences/rewards their actions are giving as often I felt like I was sort of choosing at random which made me lose interest. I appreciate your storytelling though, and the endings I did get were amusing.
Cute game, some good puzzle design on show (level 6 was a great example of this). My main feedback would mainly be polish and quality of life. E.g. Starting the level inside the editor menu, with an indication of the robots initial position and movement of direction. Ability to zoom in and out to see the level better (and possibly an indicator of where the end is).
In terms of art, my main feedback would be that it is important to keep pixels sizes the same for all elements to ensure it feels cohesive.
Feedback aside, I enjoyed playing and the overall idea is really solid!
Cute game, does what it sets out to do very well. The music is great and I love the concept of the room slowly filling with objects and colour as you progress. My main feedback would be to have the words appear on the screen at a faster interval (maybe a second or so after you finish typing the previous word) as I found myself waiting around at points. Other than that great job on creating a game, and one with a very nice message at that!
I think the story idea of going forward in time to see what goes wrong, and then using that knowledge to prevent these things is a really interesting concept. If you expanded on this concept more and had some detective-like puzzle elements it would've been more fun for me, since currently the gameplay isn't much more than dragging cards around within a time limit.
Also it would be nice to see a good ending/ have some more explicit feedback that you have won (maybe I just missed it).
The sensitivity was also really high which made the first part of the game feel a bit more annoying so maybe adding a sensitivity slider would be useful (although I admit this is maybe more personal preference).
Interesting game, got the basis of a wave-based shooter with no bugs I could find so good job! For a 1 person project I can understand that it it is hard to expand too much on an idea. There are a lot of things that could be added e.g. upgrades system, new enemy types but I think the absence of these is more likely due to lack of time than anything else. The best way to learn is through practice so good job for entering a game jam as in my experience that's how I learn the most!
Also there was lag spikes when new objects were seen for the first time, you can fix this by using PRELOAD instead of LOAD ;)
Cute game, I enjoy the vibe created and the idea is solid. My main feedback (which can apply to any games you make going forwards) is to really focus on getting a working gameplay loop that is obvious for the player to follow, ensuring players know what they have to do and can have fun whilst doing it!