Tittle.
Edgor
Creator of
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If it was a time problem, don't worry about it. I pointed it out because overall the game was really polished and there weren't really any bad things to say. Your time was spent well making the main game loop and levels and art - which are way more important in a game. (There are exceptions when audio is pretty important in other games, like mine for example, but that doesn't matter here)
Interesting concept! It was really fun experimenting with Level variables. Also satisfying when you manage to hit 100%. Sadly, it looks like there are few issues when you go above 30 or so players - they just don't jump enough to get anywhere (Or I was doing something wrong). I suspect it's some sort of physics problem we are dealing here. Another thing I noticed was that there was no indication when the lava would start filling up, although it wasn't a big problem. Cool game!
I was enjoying the game with it's tricky level design until I quickly ran into game breaking bug (I think?) It appears that I reached the goals but the game isn't continuing.
I like the minimalistic aspect of this game, color palette is smooth and easy on the eyes. Soothing. However lacking sound effects or OST. Putting bug aside - not bad!
I enjoyed it. It's a short but neat little puzzle game. I did notice a lot of clipping in your movement for the player character. I suspect you are setting the velocity of the player directly, rather than adding force on rigidbody2d. While this is what most platformer games do to make their movement more snappy, this game shouldn't do that because it relies more on physics for it work. For your next game, look into more sophisticated movement scripts and you will notice just how much of a difference that makes.
Good luck!
This was your first game???? Hell, I was happy that my first game booted up without crashing. Having this as your first game is incredibly impressive.
Alright, onto the gameplay - simple to understand and control, you can just jump right into it. I appreciate the fact that it was multiple levels instead of one giant level - less frustration when you fail. Now, this game has a lot of ways to be improved. You have a solid foundation already. Here's a couple of my suggestions:
- Player speed increases the more levels he completes.
- Moving obstacles
- Even more "tracks". You have 2, why not make it 4 in later levels?
- Make controls feel more "tight". IMO right now they are a bit too floaty. What that means is that there is a delay between pressing the button and the player acting on it. For example, tight controls would mean that the second the player stops pressing a button, the player stops immediately, instead of drifting for few pixels. However, the game is perfectly playable with the current configuration.
You are starting game development on a really good game as your first. Wish you best of luck in Game dev! Thanks.
Alright, gave it another shot, as my first attempt at the game went not so great and I was left confused in the end.
So this time I was able to actually complete the levels, as before I couldn't pass the final level, simply because I didn't know that you can move the platforms (This was due to the controls not being listed in the game or the game page)
So, I'll start with my thoughts about gameplay - The dimension change mechanic wasn't really fleshed out in my opinion. I just simply couldn't comprehend it's use and what it exactly does. Moreover, while using it you cannot press "enter" key as the player spawns into the nonexistant world and the player falls out of the world. This is gamebreaking, because as far as I am aware there is no restart button, so you have to start over.
Now, there is another aspect to the game, which is the platform movement mechanic where you can click and move platforms around wherever you feel like. And it worked quite well, except that in pretty much all of the levels (except last one) you didn't even need to use it. The platforms that are movable also didn't stand out from the rest which made it difficult to know what's movable and what's not. (I was missing hints or a small tutorial, it really could have helped the game to be more understandable)
I think having both of these mechanics at once doesn't help the game, it makes it more confusing than it should be. What would be better is to have one mechanic that's very polished and build around that instead.
Art - I have no complaints there, it's minimalistic. Like it.
SFX - Background track was pretty good as well. Props to audio guy, nice beat, doesn't distract the player while also giving it more of "focus" feel on the game due to the tight snare and drum kick.
Overall, the game has potential, but does require some extra work to bring it to more enjoyable state. Hope this helps! Thanks.
This was one if not the best games I played in the jam so far. I must say, I am not a big fan of puzzle games, but this didn't put me away from trying the game out. I was pleasantly surprised by how polished, well made the levels were and the game mechanic. Even the text was groovy, indicating the various buttons you are supposed to click. Calm classical background music also fit in well. Moreover the story also had wise quotes subtly explaining the game mechanics. I loved it! (Unfortunately I stopped at the 2 blue doors and 1 white door level, since my puzzle solving skills aren't that great)
The only criticism I have for this game is weird "Borders". It kinda hits the otherwise beautiful and minimalistic style of the game. And maybe the theme "Multi" wasn't very clear on this game. I guess you can say the body consists of multi blocks?
Thanks, enjoyed it a lot! Keep going!
Thanks for the feedback! You are most definitely right about beat emphasization to make it feel better.
For the notes, it's actually quite simple.
- First of all notes have these variables: Timestamp (Time when they should appear) and the key to be pressed.
- I have another script in place where I can enter "Record" mode. What this basically does is plays the track, and records my keyboard presses. Then stores all of the keypresses into a big list. Basically, what you see, was actually me "playing" the game in free mode to the beat. (On one track I did it from the first try, mashing the buttons to the beat to what feels great ; Being a DJ myself probably helped in this scenario)
- After recording, I have a big list (over 300 notes) each having their time and key recorded automatically. Then I exit the record mode and put the script into "beat map generator" that basically takes the big list, and spawns all the notes in their places with the correct angle depending on it's key.
- if everything went right, you now have a beat map that you can place into the game.
After completing 5 or so levels I can say that this is definitely an interesting idea and I can clearly see where the developer was taking this game, the only thing missing from this game is just some more polish. Here's a couple of thoughts:
- I didn't like the fact that you can only see 3 rooms at once. While this makes the game look simpler it actually adds a lot more difficulty to it. This is due to the fact that you just simply can't see what some of the triggers do because they were in rooms that weren't visible. I would rather have the game show all the rooms horizontally and showing them all at once.
- Another thing I thought about would be a visual guide where the player would end up if he changed rooms. Because right now you have to either count the rows and columns of the rooms, or just spam the change room key until you end up where you want to be. Some sort of ghost could fix this issue.
- I missed some sort of OST in the background. A puzzle game should have some sort of audio in the background.
I hope these thoughts help you polish the game. I can definitely see the game becoming bigger with more complex levels and more polish. Good luck and keep going!
Very cool art, looks like handrawned giving it a Unique Style. Controls and mechanics were simple and understandable. I really like small details like the "Emotions" moving inside the bottle, and also cool game cover. I wish there would be multiple smaller levels before the boss battle, that would help the player to focus on moving forward rather than wandering around in a larger area.
Pretty cool, keep going! Thanks
What a great cute little game! The color palette chosen was pleasing and functional. The game also had really neat Dimension system of sorts: you can literally choose which next level you want to go to which was a big surprise to me, knowing that it's time consuming and hard to make.
Gameplay aspect is very simple, but levels mixing all those simple mechanics lead to increasingly more complex levels which made it more fun.
I missed some sort of background music track / OST.
Enjoyable little fine game. Thanks!
Simple yet entertaining. Two words best describe this game. There was nothing confusing about the controls or the mechanics as developer made sure to give a quick yet informative tutorial. So big props to that.
Now the gameplay part itself is rather entertaining because you can always choose to go for more risky but higher score move, or maybe not risk it this time and take the lower score? That question is being asked almost every second while playing this game and quick thinking will benefit the player the most. What I was missing, was probably more variety as you go further into the game. Maybe new enemies start spawning? Level shape changes? More stuff to pick up? Upgrades? Lots and lots of ways to flesh this game into a full one. Enjoyed, thanks!
I had a blast, I don't even know where to start.
So art style - you nailed it, considering it only uses 3 colors. At first it was hard to believe so I looked carefully on every asset to find the 4th color to no avail. Looks fantastic.
Gameplay - I really enjoyed the hat throwing mechanic, but I would like to have more control over the throwing part. For example sometimes I would like the hat to be thrown just a little further/shorter. I think it would make sense having "the longer you hold the button the further the throw" would be great. Otherwise, polished and enjoyable.
SFX - The sound effects weren't annoying and each fit into the game, however I would like some sort of ambiance - wind/thunder/rain or just background music. It felt a bit lackluster hearing nothing at times.
I also would like to complement the little story you got over there. I for one like when the story is evolving on other characters and not just the player itself, so big plus there from me.
Overall, great polished work with an interesting concept. Thanks!
I really liked the art style - it has a pleasant color palette with a cute character. Although the gameplay part was a bit frustrating. It's easy to grasp, but hard to master. I think the main pitfall I had was the movement - it's very sluggish. It felt that the player was on ice skis. But I commend you for adding the zoom button, many developers overlook the planning part in platformers.
I enjoyed the audio aspect as well. Thanks!
Game utilizes a really interesting control scheme that is a challenge at first, but as you play more you get used to it pretty fast. I liked that the player actually moves and not "snaps" to the grid you click on, this lets you do diagonal movement. Also I loved the artstyle, the SFX were also fitting.
As for improvements, I really can't think of many but, perhaps, maybe in later levels add more "boards" so you have to control more than one character at the same time - this would also fit more into the theme. All in all - enjoyable.
The game is pretty fun. It's cool that you managed to make the levels procedural, meaning you could have unlimited gameplay time, but also being able to play the same seeds as others. I liked the audio design as well. One thing I wish for is that there would be checkpoints as I found the game quite hard.
Cool game. However I agree with other commenters - the game is very confusing at start. But once you do understand, the game is quite interesting.
One thing that I noticed is that winning a level really depends on the spawn points. So for that I would like to be able to set the spawn points myself. Thanks, nice game!
Unfortunately, I didn't have anyone with me to try the game out, but from trying it out solo I can say that it would be more interesting if there were actual objectives for the "Hider" instead of just running away from the hunter. Maybe something that he could pick up, or do? Props for using only 2 colors!
Tried it out, and I noticed that there was a shop, however it appears as if I can't collect any coins - they just don't add up whenever I pick one up. Because of that bug, I couldn't utilize the upgrades sadly.
Another issue was with the camera being a bit too high. Oftentimes I couldn't see where I was landing and had to guess. Other than those two little things, cool game!
Interesting gameplay design. Couple of things to note however: When I first booted the game up, I had no idea what was happening. There were no hints about what keys should I use, what is my goal, or any other meaningful information. However, when I did finally understand what controls were, I quickly grasped the game idea as well. It's interesting for five minutes at best, and definitely could use some better soundtrack and more variety between the levels (Maybe new mechanics, powerups, obstacles?) All in all, cool.