I have figured out a good way to make it easier in the beginning and slowly making it more difficult. I will try to do it soon. Thank you for playing :)
AuthenticEffortStudio
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Hi,
I have a little hard to figure out, what I was doing (language barrier).
I did get the feeling, that the coins were scattered more or less randomly (not completely there were some inside the temple on the hill). Maybe that should each be 'gated' by a small challenge or puzzle so they feel rewarding to find. In my opinion, it should also be rather simple to find them, nut harder to get them (but that is personal preference =)).
Consider translation in subtitles for us mere mortals who don't understand that language =)
I wish you luck in the future!
Congrats on completing a game. It is a large project and you and your collaborators should feel proud.
Some few things
Consider looking at existing color palettes, the colors are to bright. Especially the background and ground color, they are not that important for the game (no platformer element and no intractability with it). If you go with pixel art, then lean into it, also include the background.
The last final boss felt a little hmm. simple. I noticed he had new moves, but I could just move close and press attack repeatedly and got nowhere close to dying. Maybe the damage the enemy deals should be way higher, but they should warn much more to the player and the attacks should be parryable/dodgeable.
Those are my initial thoughts, but keep up the good work and home to see you next year :D
hmm... now both techniques you describes works. It might have been a focus issue from the browser.
I played a little longer and got to a place, that was really dark (running to the right), it felt a little random just running to the side. Maybe some more interaction and story can be introduced earlier. Then it wont feel as, I just run to the right, because that is what a normal platformer does.
Generally, the amount of time you can wait between important things is somewhat correlated to how much a player has played. So the first few minutes, should generally have a lot of things happening to pull the player from what ever they are doing and into the world. This normally cannot happen through the entire game, soother things needs to take over (here the actual game mechanics takes over).
I struggle a lot with getting feedback from others, have you tried watching somebody play the game? Without giving them to much intro, Just hey play this game and let me look at you (even though it sounds a little creepy :) )
Good luck with everything =)
Hi,
Nice, I think you can be proud of this entry. There are some low hanging fruit for improvements I would suggest.
I got confused in the first level, I had collected the stars, but hadn't connected the dots that the ballon in the beginning was the end. So I randomly ran around until I noticed it had lowered. Some visual that it lowers or keeping the first few levels with the goal all the way to the right, could help.
The mouse rotates the camera =)
It can be hard to land the jumps. Maybe a little air movement (25-50 % of normal) would do a lot. Also try looking at how other platform games actually cheat, with coyote time.
Looking forward to seeing you/your games in a different game jam or maybe next year =)
Quite nice game, I got to level four.
Several times, the enemies spawned quite close to me (almost on top), maybe there should be a small radius where they don't spawn?
Also I expected the blood to slowly fade, the red color in the end is quite intense!
Looking forward to playing it again after the rating opens =)
Thank you very much =)
That is a good suggestion. I don't know if I have time before the end of the jam, but it definitely is in my list. I have actually been told level 8 is to hard twice now, so it will need to be changed!
And maybe I should have an esc button and a small menu in the level to go back to the main menu. It shouldn't be to hard and actually give a lot to game!