Yeah, the level design def need more thought into it. I probably will go back and create more levels and make them complement both character's strengths and weaknesses. Thank you for the feedback <3!
Dapqu
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I wanted to make the progression on the main menu like you said, but I just didn't got the time to learn and ended up with the cheap approach, made the tutorial 1 the biggest and slowly shrink the following levels and was hoping that would be enough to navigate the player lol. Definite need to make the levels more polish and make the gravity switch machinic a bit more visual. Thank you for liking my game tho!
you are absolutely correct on the lack of character balancing. The original idea was given the fact that minion is faster and jumps higher, I was going to design the levels so that certain platform or enemies are only accessible or avoidable with minion's movement, and mage was only going to take part with their given void vision or gravity manipulation. But due to my schedule conflict late into the development, I wasn't able to make levels the way I wanted them, maybe I will carry out this game further more and make some interesting level designs.
Thank you for the feedback!
For your comment "In the tutorials, not quite sure what the obstacles are (with the minion) that trigger resets / collision is attached to", they are the enemies that are invincible which you can only see with mage's void vision. I am not sure if this is what you are talking about.
Yes, is my first game jam ever, very fun experience and would definitely keep doing this, thank you for the feedback!
The game needs to be more informative:
1. would be nice to see more info on the upgrades, because I have no idea how powerful I am getting with each upgrades.
2. Enemy's health should be displayed
3. Have a display for wave count would be nice, so players can be more strategic on the gameplay
There are also some UI that are not polished enough, for example, when I click on a tower that is on the edge of the screen, part of the upgrade UI is out of the viewport.
I might've been a bit too critical on the review, but I would love to see you return to the jam next month, would love to see your progress on the game dev journey.
thank you so much for the feedback, I am aware that the level design is not quite polished, which in term kind of make minion low impact. Sadly some other tasks got in my way during the level design phase, maybe I would make some more levels in the future so both character would have similar usage for players to beat the given level.
Edit: the minion just moves faster and jump higher, the initial idea was to make platforms far enough that mage can't jump on it yet minion could.