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ArnavMakesGames

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A member registered May 04, 2020 · View creator page →

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There's a weird bug where I sometimes die at the very start without doing anything. Sometimes the sword doesn't hit even though it looks like the sword has definitely went through the enemy. I also know that it's a game jam, but if you make a game based around doing the same long course over and over again until you get till the end, some random generation would be nice. It doesn't have to be entire world generation, but it could just be a bunch of possible enemy spawn positions, and you make a specific or maybe even random number of monkeys spawn in any of those positions (of course there'd be more detail than that if you'd do it, but that's just my general idea). The enemies also feel a little boring because they just stand there and do nothing, giving no challenge. Simply programming simple AI for the monkey to follow the player, and jump when it sees something on its side would probably be enough to make it much more interesting. There's also no sound, so that's a bit of a stinky.


Other than that, great art, slightly frustrating platforming, but sometimes that's important for fun, and I see a lot of potential in this!

Thank you very much for the nice comments and the constructive feedback! After watching others play it, I also realized that the difficulty curve is wayyyy too high. I also had animations, but I encountered many bugs with them near the end of development, and couldn't fix those bugs in time, so I just disabled the animations.

I apologize for all of the bugs. I ran out of time to fix them. I will list the bugs that I could find below. Some may be fun to try as a second run. If you find any that I haven't found, please let me know so I can attempt to avoid them in my future games.

1. If most of the player's body is on the edge of the block, the player sometimes doesn't jump.

2. The wall jump sometimes doesn't react to inputs and can sometimes jump weirdly when wall jumping off a wall.

3. The resizing of the character when collecting a pizza is sometimes weird and the player doesn't always resize properly when touching a checkpoint.

4. The Camera sometimes follows the player too slowly or doesn't follow the correct axis. 

5. On some checkpoints, if you jump away immediately after respawning, the player sometimes scales weirdly.

(3 edits)

Very cool game! Very good ideas used in many really cool, and progressive ways. Feels a bit unresponsive, and that may likely be due to the pico-8 engines limitations, but I think you could still added some stuff like coati-time. The collision is also a bit wonky on some blocks, because I can slightly go through some of them, and I don't know if that's a problem with the engine, or poor collision detection detection. Regardless, very good game for a jam game!

Edit: Incredible music, and SFX btw.

Overall, very good game. Very fun, surprising, and the moments of killing enemies while rewinding make you feel like a genius, especially when it's intended. Incredible sound track as well! If you created levels for this game, and then unlocked an endless mode (which is your jam game), you could publish it on steam, and create a very good, and engaging game. I also wish there was more of a puzzle aspect to this game, because it feels mostly like just hitting the bomb in the general direction of the enemy, hoping that it hits them, and rewinding when the bomb has almost exploded. Maybe you could also add more bombs overtime to surprise the player. But for a 1 week long jam game, very, very impressive!

Thanks to everyone who has commented, and given me really nice, and constructive feedback. I have read through every comment, and promise to take everything said into consideration in my future games. I hope ya'll had a great time playing my game, and hope to see all of you in my future creations!

The asset description was a mistake, and has been updated to tell the truth. Thank you for the rest of the feedback.

Thank you for your feedback TheExistingOne, and sorry for the late response. I have tried using Lerp, but it simply didn't work as I wanted to, even after hours of trying to make it work. I will have to look at that in the future. Also, the jump height does depend on how long you hold the button, it's just that the jump isn't very high, so it's probably not noticeable. If you find the diamond, which makes you jump higher, it should become more noticeable.


Regardless, I understand your frustrations with the game, and am very thankful for your feedback.

Wall climbing: I have now realized that it happens too quickly, and will make sure to take that into consideration in the future.


Jumping: I don't see what's so inconsistent about jumping. Is it the responsiveness, height of jump, or something else?


Screen response: I have been aware of this issue for a while, but I never truly found a solution, because there are many different situations where any code that controls how the camera should follow the player becomes jarring. I had even tried Cinemachine, but that sometimes went off screen, and got buggy when I tried returning it to the player.  DL;TR: I was aware of the jarring response of the camera, but couldn't find a fix.

Thank you very much for the feedback! I will make sure to add wall sliding in my upcoming games, and I hope you're there to play them!

Thank you for pointing that out, I did not notice. It has now been updated to correctly say the truth.

Ok, what type of controls would you rather want (this is not meant to sound rude by the way, I'm just curious)?

Yes...that was allowed.

Thank you for your constructive criticism. Could you elaborate further on why the physics are so difficult? Is the jump too low, too inconsistently high? Also, try pressing space every time the player touches the wall rather than mashing it, if you want to.  That's how it was intended to be played, and maybe that gives you a better experience.  

In general, a really good game. I love the care put into the animations, SFX, the difficulty curve, and many other aspects of the game. 

However, I still have a few complaints. Firstly, as everyone has already said, the camera isn't always in the position you want it to be. For this specific game, I'd recommend using cinemachine camera, and freezing it in the sections where the challenge pops up. For instance, in the second experiment, I'd freeze the camera next to the block, and once the player has picked up the block, the camera unfreezes. I would do something similar with the spike pit.

Secondly, the 1 x 1 blocks feel a bit finicky, because they rotate seemingly unpredictably, and then getting the blob over spike pits, or anything in general just feels like RNG. To solve this, I'd recommend removing the feature of rotating the blocks.

Thirdly, the music gets really repetitive after a while. Maybe try using different songs for each experiment, or create a list of songs which randomly play once a different song is finished playing.

Finally, the placement of some of the blocks in some places is very inconvenient at times. For instance, on the third experiment, the rotating wheel is sometimes too far from where the blob is sometimes placed. This should be able to be solved by making the curve of the dirt more like how the rotating wheel rotates by putting it closer to the wheel.

Overall, good, short, and mostly relaxing experience based game with a few flaws here and there.