I initially didn't want to do this jam because the limitation seemed so specific at first, but I thought of my idea like 3 days into the jam and scrounged up all the motivation I could to get it done. Probably the best game I've made thus far, but that makes sense since all the other jams I've participated in were shorter jams. Overall I'm glad I had the experience to make a more complete game than any I've made before and I'm happy that it's done :)
Elporkador
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I really liked the whole atmosphere of this game, and I also appreciate the level design with the diamonds for extra challenges. But the button deactivates when the player steps off of it even when the robot is on it, which seems unintentional, and there were times where i managed to get stuck in walls. It's also a bit weird that you can press space early when jumping on the ground but it doesn't really work with walljumps. But these are just minor these that didn't affect the overall game much, and the little bits of text definitely enhanced the experience. It was really cool to see how we took our games in completely different directions even though we both made puzzle platformers!
Don't think I've seen a boss rush kind of game in a while! I really like how the artstyle and music seem very consistent with each other, and the idea itself is also really fitting for the limitation. One thing I would suggest though is for both the user's health and the boss' health to be stationary somewhere on screen so that they can be seen at all times. Overall great game!
Things I liked:
The level design was great! With just 3 levels, you seem to have made the most of the movement mechanics. The difficulty of each level relative to each other was also great. I like how each level increased in difficulty by a substantial amount. The art/animations and music also enhanced the experience.
Potential improvements:
You give the player leeway when pressing jump before actually touching the ground, so I think you should give leeway when the player presses jump a fraction of a second after leaving a jumpable platform as well (like coyote time in Celeste). It would also feel better if the platforms didn't feel so... slippery. I think those changes would make the movement a lot more fun. I think the placements of the heart fragments could be improved as well, because currently it pretty much takes the same amount of skill to get ending 2 and 3.
Overall, great game, especially for a game jam. I would love to see more levels!
Cool effects on the player and platforms! Regarding the movement issue, I think a lot of it stems from how high the 'gravity' is, which makes it so that you have to give the player a lot of jump force to counteract the force pulling down (which is what makes the jump feel 'jumpy'). As a 2D Platformer, I think my game is pretty similar to yours so feel free to check it out if you want to try out 2d movement that feels different (mine also had comments about certain movement issues but they don't seem to be the ones yours has so it might be beneficial to try it out anyways!)
Thanks for playing! I put a lot of enemies at the end to be kind of like a final challenge, but it's actually possible to lead the first few ghosts away and only have to throw two candies before avoiding the rest. I may have gone a bit overboard with it though since I got so used to their movement pattern that it didn't feel like it had a challenge anymore :P
Thanks for playing and commenting! Although personally I was satisfied with my final product, I found it a bit unfortunate that my interpretation of the additional theme of 'time will wait for me' perhaps took away the potential fun of including a timer and racing for December. I also decided not to include a score to try to make the experience as cozy as possible, but maybe it felt a bit meaningless instead because of the lack of purpose...
Thanks for playing! I understand your point that a score (or maybe timer) would be good, but I thought that without it the game would feel more cozy. For the time passing, I tried to make the change gradual by slowing shifting the color of the leaves and background, but maybe a more sudden change would've been better.