It was very validating reading your feedback, thank you :) You have some real talent on your team, so I wanted to be sure that you got the recognition you deserved!
Boateye
Creator of
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I appreciate you and your teammate, Jefftacular, commenting and trying out our game! I agree that the physics of it all is very satisfying and even with the lack of juice so i can imagine how amazing it would be with better juice. I don't expect to keep working on this game anytime soon, but i'm definitely proud of what we were able to submit this year.
The spirit shifting mechanic is really well done! once i saw that there's extra mechanics like your body floating slowly while in spirit mode, and the momentum you get from rejoining your spirit this movement really opened up!
There's a lot of play to this movement system and your level design really allows for people who grok the mechanics to soar through them and sequence break them which i find rewarding.
However, you've also made sure to introduce levels in an order that subtly teaches the player these more advance mechanics, so great level design and difficulty progression!
Congrats on completing your first Game Jam submission!
I played for about 10 minutes and here is my feedback:
- The controls feel pretty nice. The compass and red velocity line really help to control my lateral speed.
- Music is pretty pleasant and adds to the relaxing atmosphere.
- It's really hard to know how high I will Bounce. This makes it really difficult to figure out which platforms I can Bounce to next.
- missing a platform feels SUPER punishing. Adding in some "checkpoint" or a floor that catches you at certain height intervals will help alleviate the frustration of missing a platform.
- Somewhat related to #2, but it's unclear if there is an intended path of platforms. They feel a bit haphazardly placed and it felt like I ended up on "islands" where there were no platforms close enough i can reach while also making upward progress.
- This does not mean make this linear, but more like a core path + side paths that may be harder or easier. Similar to a Sonic level or a Mario level.
If tuned well, this could feel like a nice hyper casual/zen gaming experience. If you could nail that state of flow this could really sing!
Thank you for playing! Your suggestion was a path i considered taking for this game. Emphasizing the "puzzle" in puzzle platformer. I went with this method as i felt it was easier for me to implement in the time allotted. If i were to expand this idea further, i'd include levels with exactly the restriction you mentioned!
The music in Castle Fun feels out of time becasue the part of the song you're supposed to follow isn't obvious. the bassline is hard to hear and the melody feels more intuitive to move in time to for a DDR style game that isn't inherently tied to an instrument like guitar hero.
other than that, it's a cool little title!
Fun concept! it felt fun to control multiple character but there's no real incentive to. The optimal way of completing each level is to have 1 maybe 2 characters (so you have a backup in case one dies). Then moving very carefully through each level taking the safest path.
It's okay to make your player have to engage with the most fun part of the game or else your game is just incentivising them not to play with it, thus making it boring.
This game is chaotic, but it feels intentionally chaotic! I will say that it's a bit too much too fast in terms of what you're asking the player to pay attention to from the jump. You need to ease the player in a bit and layer in the chaos.
For example, start each day with moving to dodge one kind of enemy like the pigs or the skull lasers. then after the player survives that, give them a rhythm segment with no need to dodge enemies. then give them a different kind of enemy to dodge, then another rhythm segment but now you have to dodge 1 kind of enemy, so on and so forth
Thanks! I think i made that level a bit too hard. it's like the dirst dash tutorial level but the gap is more precise AND you need to kill the bats. If you want a tip, try dashing and attacking at an angle or controlling your direction as you dash. those are hidden mechanics that i didn't teach that well, admittedly.
Thank you very much for your detailed review! It's very telling that you completed it twice, with the unintentional "victory lap" music. A.K.A.: the bug where the boss music persists after the fight is over lol.
I know many people say this about their jam titles, myself included, but this game definitely has the highest chance of being developed more after the jam is over, so i'm glad that you expressed that same sentiment!
Side note: Tetra Ho! is great and unique and i hope you work more in it, too!
Excellent idea, cool take on the puzzle platformer/adventure game concept! The princess level is difficult and seems very "moon-logic". The goal is clear, but it's unclear how the tools given help you achieve it, unlike the levels preceding.
One issue i'm seeing with the them in general is that it's hard to "rewind" a game w/o it just feeling like hitting "retry" on a puzzle or doing yet another time-reversal based game. This is NOT a knock against this game in anyway, more against the theme itself. This is one of the best games of the jam and the best one I've played so far!
Appreciate the blunt feedback! While we have 4 people in the credits we all had other projects and/or day jobs we had to attend to while learning unity in order to participate in the jam since we had about a month of experience between us. We'll definitely be able to push out better games once we get more adept at this!
Very unique entry! There's a lot going on from teh jump, so it felt like i was playing the final levels of a bigger game. This could do well with a slower introduction of the mechanics and moving pieces. plus, it would cut down on the amount of text you put up on screen trying to teach teh player everyhting all at once if you space it out over many simpler levels than 4 very dense ones.
Very Celeste inspired movement, excellent jumping controls even on keyboard and a fun premise! great work all around! Some of the death were cheap like getting killed by a moving snail from the next screen as soon as i transitioned over, but the checkpoints were generous enough for it to not matter too much.
Controls were loose but fun, the combat was funny but had a bit more depth than i initially thought. Some jumps are finnicky with teh physics. especially that double jump you have to make on the level where you learn how to throw your sword. at first, i thought i couldnt make it, but i had to jump in a veeery specific manner and it just seemed like i cheesed the game. One of the best games in tha jam, though!
Hi all, and thanks for checking out our submission for the jam! Please note the following:
*KNOWN BUG*: If you let the fish escape by getting too close to the top of the screen, the game doesn't properly stop your boat's movement toward the shore. Try to not let this happen! Unfortunately, i did not find this bug until after the jam was over.